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Returning 35 results for 'more shifts with only adherence for for level'.
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more shift with only adherence for for level
more shines with only adherence for for level
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Monsters
Monster Manual
version), Cloudkill (level 6 version), Fly, Plane Shift, TonguesAcid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to its
components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Detect Thoughts, Invisibility (self only), Mage Hand, Major Image1/Day Each: Blight (level 8
Monsters
Monster Manual
":"Nightmare Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the start of the oni’s next turn.
Shape-Shift. The oni shape-shifting;shape-shifts
Person (level 2 version), Darkness, Gaseous Form, SleepColdInvisibility. The oni casts Invisibility on itself, requiring no spell components and using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
DC 14):
At Will: Detect Magic, Etherealness, Magic Missile (level 4 version) 2/Day Each: Phantasmal Killer, Plane Shift (self only)Cold, FireShape-Shift. The hag shape-shifting;shape-shifts into a
Spells
Player’s Handbook
Choose one creature or nonmagical object that you can see within range. The creature shape-shifting;shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a
creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target’s Challenge Rating or level. The target’s game
Spells
Player’s Handbook
A willing creature you touch shape-shifting;shape-shifts, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit
it was carrying or holding can’t be dropped, used, or otherwise interacted with. Finally, the target can’t attack or cast spells.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Monsters
Guildmasters’ Guide to Ravnica
sphinx’s intentions or sincerity have disadvantage.
Magic Weapons. The sphinx’s weapon attacks are magical.
Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is
sphinx has the following wizard spells prepared:
Cantrips (at will): friends, mage hand, message
1st level (4 slots): command, ensnaring strike, shield
2nd level (3 slots): calm emotions, hold person
Gynosphinx
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
sphinx's intentions or sincerity have disadvantage.
Magic Weapons. The sphinx's weapon attacks are magical.
Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence
following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): darkness, locate object
monsters
Monster Manual
);{"diceNotation":"2d10+5", "rollType":"damage", "rollAction":"Fiendish Touch", "rollDamageType":"Psychic"} Psychic damage.
Charm. The succubus casts Dominate Person (level 8 version), requiring no spell
an amount equal to the damage taken.Cold, Fire, Poison, PsychicShape-Shift. The succubus shape-shifting;shape-shifts to resemble a Medium or Small Humanoid or back into its true form. Its game
Androsphinx
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
sphinx's intentions or sincerity have disadvantage.
Magic Weapons. The sphinx's weapon attacks are magical.
Spellcasting. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom
following cleric spells prepared:
Cantrips (at will): sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, detect evil and good, detect magic
2nd level (3 slots): lesser restoration
Monsters
Lost Laboratory of Kwalish
sphinx's intentions or sincerity have disadvantage.
Magic Weapons. The sphinx's weapon attacks are magical.
Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence
following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): darkness, locate object
monsters
creature doesn’t reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
-shifts into a Small or Medium Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
monsters
"} Piercing damage plus 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Necrotic"} Necrotic damage and the creature loses its highest-level available spell slot
spellcasting ability (spell save DC 18):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 4 version), Mage Hand, Prestidigitation
2/Day: Scrying
1/Day: Wall of FireLegendary
monsters
reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the
eats this enhanced vegetation.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Poison, PsychicShape-Shift. The dragon Shape-Shifting;shape-shifts into a Small or Medium
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Animal Shapes Level 8 Transmutation (Druid) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 24 hours
Choose any number of willing creatures that you can see within range. Each
target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Animal Shapes Level 8 Transmutation (Druid) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 24 hours
Choose any number of willing creatures that you can see within range. Each
target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action
Compendium
- Sources->Dungeons & Dragons->Monster Manual
), Cloudkill (level 6 version), Fly, Plane Shift, Tongues
Bonus Actions
Shape-Shift. The slaad shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game
using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Detect Thoughts, Invisibility (self only), Mage Hand, Major Image
1/Day Each: Blight (level 8 version
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
corpse of a massive citadel spider (see appendix A) as a bunker for use if the battle shifts back this way. If they spot the characters, the spyder-fiends scuttle out of the citadel spider and
Camlash, Lolth’s balor general, use a stylized symbol of Lolth on their banners, while Miska’s forces use banners featuring wolf heads. The troops are so numerous and powerful on both sides that even 19th-level characters can’t materially affect the war by joining in the fighting.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, which it prefers not to do, can other beings properly see, hear, and comprehend it. Never truly at rest, a “stationary” quickling constantly paces and shifts in place, as though it can’t wait to be off
again. Mischief, Not Murder. Quicklings have a capricious nature that goes well with their energy level: they think as fast as they run, and they are always up to something. A quickling spends most of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
suddenly the ground shifts beneath you. Wind lashes your face, and the air fills with screams. Your vision clears, and you find yourself above the clouds, standing at the edge of an exquisite
6 (1d12) necrotic damage or gain 1 level of exhaustion that lingers until the test ends. Dream Logic. Like a dream, the test doesn’t need to make sense or be consistent from moment to moment. It’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gray slime found in puddles throughout this level. Advice from the Spirits Any characters inhabited by the spirits of Papazotl, Unkh, or Wongo receive advice when entering this area: Shrewd Papazotl
button orients the cog rooms (areas 58 through area 60) to match whichever configuration has its crystal lit. The entire level trembles as the giant cogs rotate. If the blue button is pushed while the cog
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Frightened condition until the start of the oni’s next turn.
Shape-Shift. The oni shape-shifts into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size
and using Charisma as the spellcasting ability (spell save DC 13):
1/Day Each: Charm Person (level 2 version), Darkness, Gaseous Form, Sleep
Bonus Actions
Invisibility. The oni casts Invisibility
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
ft. Hit: 15 (3d6 + 5) Bludgeoning damage plus 18 (4d8) Cold damage.
Ice Wall (Recharge 6). The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the
.
Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the tomb stands an opaque crystal sarcophagus that is constantly changing color. Minotaur murals adorn the walls on the lower level of the tomb.
The walls of the tomb are lined with secret doors that
.) Brave Kubazan urges his host to inspect the maze carving and be the first one to touch it. Maze When the wall carving is examined, read: The intricate carving shifts before your eyes, its
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. These spirits might be malevolent or benign. 2 Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was
. 4 In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 + the level of the spell. On a failed check, the spell is not
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
sivak draconian (see appendix B) stands guard in human guise. It’s using its Shape Theft reaction to take the form of a Kalaman soldier it killed. If slain, it shifts back to its true form. Two
etched with images of dragons; made of tin, this decoration is useless in combat. W5: Barracks Soft lantern light dimly outlines six two-level sets of bunk beds filling this modest barracks. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
attack.
Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it
gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can’t take this action again until the start of its next turn.
Sphinx
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Lyn Armaal, Level 1 Map 9.1: Lyn Armaal, Level 1 View Player Version 1. Audience Chamber This opulent hall features lapis lazuli tile work and murals depicting castles in the clouds as well as cloud
the material component for any wizard spell of 6th level or lower that has no cost in gold pieces associated with it. To determine what trinkets are here, roll twelve times on the Trinkets table in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
damaged and broken down, however. Each set of doors has AC 16, 500 hit points, a damage threshold of 10, and immunity to poison and psychic damage. The gatehouse staff operates in three daily shifts that
of all three shifts, and any attack on the gates brings the full force of the gatehouse staff to bear. Merchants and other visitors who come seeking food are rarely turned away, but their wagons and
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Psychic damage.
Charm. The succubus casts Dominate Person (level 8 version), requiring no spell components and using Charisma as the
. Failure or Success: The target’s Hit Point maximum decreases by an amount equal to the damage taken.
Bonus Actions
Shape-Shift. The succubus shape-shifts into a Medium or Small Humanoid, or it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Walkway A walkway surrounds the highest level of the warehouse, which is now used only as an approach to area D5. The door to area D5 is made of iron and is kept locked. Dory and all his guards carry a
chains, all of which creak and groan ominously as the ship shifts in the wind. The only apparent access to the vessel’s interior is near the bow on the port side. A grate in the hull there belches
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Jail Built on a low hill, the Saltmarsh barracks are also its jail. It is one of the few structures in Saltmarsh with an underground level. The jailer, Kraddok Stonehorn (LG male human gladiator), is an
witness to. His mood shifts to darkness as he witnesses a brutal murder on the docks of a squalid port, then lifts in pride as he watches a brave mariner leap into the sea and save a drowning child
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
dark haze; anyone who touches the altar takes 17 (5d6) necrotic damage and must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion. Shadows fill the corners of the room; a light
corners of the room. The demons attack the ghosts, but a demon that’s attacked by a character shifts its focus to that character. When two shadow demons are killed, the remaining one flees. After 3
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the arena floor, held in place by magic. At ground level, the oval arena is 120 feet long and 50 feet across at its widest point. The three masts are 100 feet tall, spaced 40 feet apart, and emit
prison: A maze of cell-lined corridors fills this area.
All the cell doors, which have arcane lock spells cast on them, are made of iron, with small, barred windows set into them at eye level. Many of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Locations on the Entrance Level The following locations are identified on map 6.5. 1. Entry Passage The floor here is polished obsidian, and great wall hangings can be seen by the characters as soon
(Perception) check, that contains spell scrolls of two random 7th-level spells of a particular class (DM’s choice). All but one of the copper coffers contain unguents and the like; the third coffer
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Locations on the Fortress Level Map 1.1: Fortress Level View Player Version 1. Ledge A sandy ledge overlooks a subterranean gulf of darkness to the west. The ledge is wide but rough. Sand, rocky
crenellated battlement. The buried citadel has sunk so far into the earth that the battlement is now level with the surrounding floor. That floor stretches away to the north and south, composed of a layer of






