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Returning 35 results for 'move some with only affect fiend for long'.
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most some with only affect fiend for long
more some with only affect fiend for long
made some with only affect fiend for long
make some with only affect fiend for long
Magic Items
Dungeon Master’s Guide
from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the
Magic Items
Dungeon Master’s Guide
Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
Spells
Player’s Handbook
), Psychic (Fey), or Necrotic (Fiend) damage.
Bonus Actions
Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed
the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
Spells
Player’s Handbook
move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
Spells
Player’s Handbook
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one
creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior
Spells
Player’s Handbook
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction
. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can’t see anything there more than 60 feet away.
While on the
Magic Items
Dungeon Master’s Guide
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book
Spells
Player’s Handbook
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall
deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the wave’s force, though, the
Magic Items
Dungeon Master’s Guide
attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times
that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack
Magic Items
Dungeon Master’s Guide
This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination
rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Magic Items
Dungeon Master’s Guide
an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action
, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn’t behind Total
Magic Items
Dungeon Master’s Guide
enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the
24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A
Spells
Player’s Handbook
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10
Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a
Magic Items
Dungeon Master’s Guide
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the
Monsters
Monster Manual
Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8);{"diceNotation":"12d8", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage. Success
take this action again until the start of its next turn.
Frightful Presence. The dragon uses Spellcasting to cast Fear. The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon can move up to half its Speed, and it makes one Rend attack.Acid
Spells
Player’s Handbook
consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god’s divine servants might instantly intervene to prevent it or to
encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the
Spells
Player’s Handbook
triggers include opening that object or seeing the glyph.
You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can
Disadvantage on attack rolls and ability checks.
Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30
Magic Items
Dungeon Master’s Guide
. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic
action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.
Tree (Uncommon). You must be
Magic Items
Dungeon Master’s Guide
enmity is overt. The character should experience the devil’s malevolent efforts on multiple occasions. Seeking out the fiend shouldn’t be a simple task, and the adventurer should clash with
Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Actions
Multiattack. The
Monsters
Acquisitions Incorporated
year.
The changeling Portentia can affect a range of disguises, and has spent long years engaged in a mission of manipulating the members of the Dran family. Years ago, it was Portentia who tricked
to maim, with a cruel combat style that emphasizes surprise and painful instruction. She is willing to affect any appearance or attitude to achieve her goals. But what those goals are — for herself and Dran Enterprises alike — remain a secret known only to her.
Magic Items
Baldur’s Gate: Descent into Avernus
The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth’s evil has warped the
resistance to fire damage.
Sentience. The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties:
The shield has an
Monsters
The Wild Beyond the Witchlight
Long Rest). The brigganock accelerates the passage of time around itself, enabling it to accomplish up to 1 hour of work in a matter of seconds. This work can’t affect any creature other than the
pumpkin, cook and eat dinner, move a pile of stones, or tie a dozen knots in a length of rope.Brigganocks are frantic, mouse-sized creatures that live in mines. Whenever a mortal makes a nonmagical wish
Monsters
Mythic Odysseys of Theros
(Recharges after a Short or Long Rest). The shepherd pulls twisted souls from the Underworld; 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Herd the Underworld"} shadow;shadows (without
destroyed. They disappear when the shepherd dies.A nightmare shepherd is a gaunt, ashen fiend with leathery wings. It carries a shepherd’s crook, which it uses to direct a flock of wandering
Monsters
Van Richten’s Guide to Ravenloft
Compression. The boneless can move through any opening at least 1 inch wide without squeezing. It can also squeeze to fit into a space that a Tiny creature could fit in.
Unusual Nature. The boneless
spending 5 feet of its movement. A creature, including the target, can use its action to try to detach the boneless and force it to move into the nearest unoccupied space, doing so with a successful
Monsters
Tomb of Annihilation
damage when used with two hands. If the target is a fiend or an undead, it takes an extra 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Holy Avenger","rollDamageType":"radiant
"} radiant damage.
Sense Alignment. Dragonbait chooses one creature he can see within 60 feet of him and determines its alignment, as long as the creature isn't hidden from divination magic by a spell or other magical effect.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes (see the Monster Manual) if this reduces its hit
molydeus makes one Demonic Weapon or Snakebite attack.
Move. The molydeus moves without provoking opportunity attack;opportunity attacks.
Cast a Spell (Costs 2 Actions). The molydeus uses
Monsters
Curse of Strahd
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Possession (Recharge 6);{"diceNotation":"1d6","rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes (see the Monster Manual) if this reduces its hit
spent legendary actions at the start of its turn.
Attack. The molydeus makes one Demonic Weapon or Snakebite attack.
Move. The molydeus moves without provoking opportunity attack;opportunity attacks
Monsters
Spelljammer: Adventures in Space
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
object.
Crew of the Last Breath. The following rules apply to Agony the ghost:
As long as the Last Breath has at least 1 hit point, the ghost can’t be permanently slain. If the ghost is reduced
Monsters
Candlekeep Mysteries
Ethereal Sight. The ghost can see 120 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as
Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Spellcasting. The ghost casts one of the following spells, using Charisma as the spellcasting
Magic Items
Mythic Odysseys of Theros
While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located, provided the creature isn’t behind total cover
.
Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored
Monsters
Storm King's Thunder
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
, and vice versa, yet it can't affect or be affected by anything on the other plane.
Possession (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Possession"}. One humanoid or giant
Monsters
Curse of Strahd
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Possession (Recharge 6);{"diceNotation":"1d6","rollType
Monsters
Curse of Strahd
Ethereal Sight. The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The phantom warrior can move through other
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.A phantom warrior is the spectral remnant of a willful






