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Returning 35 results for 'more start with only also for for leave'.
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more start with only also for for level
Monsters
Monster Manual
intellect devourer must leave it. The intellect devourer is also forced out if the target regains its devoured brain by means of a Wish spell. By spending 5 feet of its movement, the intellect devourer
can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies unless its brain is restored before the end of the intellect devourer’s next turn.Psychic
Spells
Player’s Handbook
’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use
that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can’t be dispelled by Dispel Magic.
Magic Items
Dungeon Master’s Guide
. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving
throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you
Spells
Player’s Handbook
it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Test;D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
Spells
Player’s Handbook
creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The Sphere moves 10 feet away
from you at the start of each of your turns.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Monsters
Monster Manual
the Deafened condition until the start of the swarm’s next turn. While Deafened, the target also has Disadvantage on ability checks and attack rolls.Bludgeoning, Piercing, Slashing
Magic Items
Dungeon Master’s Guide
you choose, up to the rope’s length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its
destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the
Spells
Player’s Handbook
successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Monsters
Monster Manual
Regeneration. The revenant regains 10 Hit Points at the start of each of its turns. If the revenant takes Fire or Radiant damage, this trait doesn’t function at the start of its next turn. Its
automatically. If the Frightened target is cursed by the revenant (see Vow of Revenge), the target also has the Paralyzed condition for the duration.PoisonNecrotic, PsychicVow of Revenge (1/Day). The revenant
Monsters
Monster Manual
);{"diceNotation":"4d6+4", "rollType":"damage", "rollAction":"Javelin", "rollDamageType":"Piercing"} Piercing damage, and the target’s Speed decreases by 5 feet until the start of the berserker
’s next turn.Frenzied Rush. Each ally within 30 feet of the berserker can take a Reaction to move up to half the ally’s Speed without provoking opportunity attack;Opportunity Attacks. The berserker can also move up to half its Speed without provoking Opportunity Attacks.
Monsters
Monster Manual
":"Greatsword"}, reach 5 ft. Hit: 19 (4d6 + 5);{"diceNotation":"4d6+5", "rollType":"damage", "rollAction":"Greatsword", "rollDamageType":"Slashing"} Slashing damage. The warrior also creates one of the following
effects:
Sap. The target has Disadvantage on its next attack roll before the start of the warrior’s next turn.
Maneuver. One ally who can see or hear the warrior can take a Reaction to move up
Magic Items
Dungeon Master’s Guide
. Legend says Vecna’s destruction came at Kas’s hand, but Vecna also wrought his rebellious lieutenant’s doom, leaving only Kas’s sword behind.
Bloodthirst. The sword thirsts for
effect until the start of your next turn.
Necrotic Resistance. You have Resistance to Necrotic damage.
Sentience. The Sword of Kas is a sentient Chaotic Evil weapon with an Intelligence of 15, a Wisdom
Monsters
Monster Manual
creature it becomes: on 1–4, Twig Blight; on 5–6, Needle Blight; on 7–8, Vine Blight.Multiattack. The blight makes two attacks, using Slam or Thorn Volley in any combination. It also uses
", "rollType":"damage", "rollAction":"Life-Draining Root", "rollDamageType":"Necrotic"} Necrotic damage at the start of each of its turns. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the blight regains Hit Points equal to that amount.Fire, Necrotic
Magic Items
Dungeon Master’s Guide
effect at the start of your turn. The spell lasts for 1 minute (no Concentration required) or until Blackrazor decides to end it, which it can do at the end of any of your turns.
Sentience
with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone
Magic Items
Dungeon Master’s Guide
Concentration required), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.
Hand of Vecna Spells
Spell
Charge Cost
Finger of Death
5
. You have Immunity to Poison damage and the Poisoned condition.
Regeneration. If you start your turn with at least 1 Hit Point, you regain 1d10 Hit Points.
Wish. You can cast Wish. Once used, this
Monsters
Monster Manual
the Restrained condition until the start of the beholder’s next turn or until the beholder has the Incapacitated condition. The beholder can also exert fine control on objects with this ray
Points.Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the beholder can expend a use to take one of the following actions. The beholder regains all expended uses at the start
Monsters
Monster Manual
direction. The target has the Restrained condition until the start of the death tyrant’s next turn or until the death tyrant has the Incapacitated condition. The death tyrant can also exert fine
all expended uses at the start of each of its turns.
Chomp. The death tyrant makes two Bite attacks.
Glare. The death tyrant uses Eye Rays.Death Tyrant Lairs
Death tyrants often lurk deep in the
Monsters
Monster Manual
another creature’s turn, the hag can expend a use to take one of the following actions. The hag regains all expended uses at the start of each of its turns.
Hag’s Swipe. The hag makes one
Spectral Claw attack.
Malicious Magic. The hag uses Spellcasting to cast Dimension Door or Hypnotic Pattern. The hag can’t take this action again until the start of its next turn.Arch-hag Lairs
Magic Items
Bigby Presents: Glory of the Giants
immediately end that condition on yourself. You also have advantage on saving throws against being frightened until the start of your next turn.
Invoking the Rune. When you blow the horn, you can also invoke
start of your next turn.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
Monsters
The Wild Beyond the Witchlight
few also work part-time as performers and attractions. Although they travel to many worlds throughout the Material Plane, Witchlight hands rarely leave the carnival grounds. The carnival is the only
world they know and care about.
All hands enter into an agreement when they join the carnival: they must never harm another staff member, and they can’t leave the carnival for more than a day at a
Monsters
The Wild Beyond the Witchlight
few also work part-time as performers and attractions. Although they travel to many worlds throughout the Material Plane, Witchlight hands rarely leave the carnival grounds. The carnival is the only
world they know and care about.
All hands enter into an agreement when they join the carnival: they must never harm another staff member, and they can’t leave the carnival for more than a day at a
Magic Items
Tasha’s Cauldron of Everything
While holding this lyre, you can cast mending as an action. You can also play the lyre as a reaction when an object or a structure you can see within 300 feet of you takes damage, causing it to be
immune to that damage and any further damage of the same type until the start of your next turn.
In addition, you can play the lyre as an action to cast fabricate, move earth, passwall, or summon construct (appears in this book), and that spell can’t be cast from it again until the next dawn.
Backgrounds
Forgotten Realms: Heroes of Faerûn
mysterious thieves’ guild that controls the realm of Thesk from behind the scenes. Stealth and quick reflexes were just the start of your Shadowmaster education; you also needed to hone your
Magic Items
Tales from the Yawning Portal
modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Magic Items
Bigby Presents: Glory of the Giants
deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it
has disadvantage on attack rolls.
2: Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn.
3: Frost Ray. The
Monsters
Guildmasters’ Guide to Ravnica
, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. The vampire can also grapple the
be wielding a melee weapon.Plenty of blood drinkers haunt Ravnica's alleys and sewers, preying on those who are foolish enough to leave the relative safety of the crowds.
Orzhov Vampires. Vampires
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target takes 10 (2d6 + 3);{"diceNotation":"2d6+3","rollType":"damage","rollAction":"Garrote","rollDamageType":"bludgeoning"} bludgeoning damage at the start of each of the meazel’s turns. The
their suffering, waylaying travelers who venture too close to their lairs.
The evil that corrupted meazels also imbued them with magical powers that allow them to move through shadows with ease. They
Monsters
Spelljammer: Adventures in Space
’t reduced.Lunar dragons (also known as moon dragons or phase dragons) are capricious, xenophobic creatures that make their lairs inside desolate moons by burrowing through the rock.
Before laying
eggs, a female lunar dragon stocks her lair with food; she won’t leave the lair again until the eggs hatch and the offspring are old enough to fend for themselves. Lunar dragon eggs have stony
Monsters
Bigby Presents: Glory of the Giants
course of its turn. It can choose to leave part of its body visible, such as its tail, its head, or its grinning mouth. Any equipment the cat wears or carries is invisible with it.Grinning cats are
its body visible. Any equipment the cat wears or carries on a visible part of its body also becomes visible.
Grinning Step. The grinning cat teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Monsters
Dragonlance: Shadow of the Dragon Queen
can’t regain hit points until the start of the skeletal knight’s next turn.
Throwing Axe. Melee or Ranged Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction
blades deal lingering wounds that sap their victims’ life force and leave blackened scars even after magical healing.Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground
Monsters
Spelljammer: Adventures in Space
successful save, the creature takes half as much damage, and its speed isn’t reduced.Lunar dragons (also known as moon dragons or phase dragons) are capricious, xenophobic creatures that make
their lairs inside desolate moons by burrowing through the rock.
Before laying eggs, a female lunar dragon stocks her lair with food; she won’t leave the lair again until the eggs hatch and the
Monsters
Guildmasters’ Guide to Ravnica
":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. The vampire can also grapple the target (escape DC 13) if it is a creature and the vampire has a hand free.
Mind Siphon (Recharge 5
target’s general emotional state but not its thoughts.When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study
Monsters
Icewind Dale: Rime of the Frostmaiden
a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Horrifying Visage"} ×
painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn’s suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass






