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Returning 35 results for 'move starts with only advice from for like'.
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Monsters
Monster Manual
Fetid Aura. Constitution Saving Throw: DC 12, any creature that starts its turn in a 10-foot Emanation originating from the swarm. Failure: The target has the Poisoned condition until the start of
space and vice versa, and the swarm can move through any opening large enough for a Small creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two
Monsters
Monster Manual
Acid Absorption. Whenever the golem is subjected to Acid damage, it takes no damage and instead regains a number of Hit Points equal to the Acid damage dealt.
Berserk. Whenever the golem starts its
can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodied
Monsters
Monster Manual
", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage. Creatures and flammable objects in the Emanation start burning.
Fire Form. The elemental can move through a space as narrow as 1 inch without
":"Burn"}, reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Burn", "rollDamageType":"Fire"} Fire damage. If the target is a creature or a flammable object, it starts burning.Fire, PoisonBludgeoning, Piercing, Slashing
Spells
Player’s Handbook
within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like
, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If
Spells
Player’s Handbook
spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.
At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must
succeed on a Dexterity saving throw or take 4d8 Force damage.
On your later turns, you can take a Magic action to move the hound up to 30 feet.
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
Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your
Monsters
Monster Manual
condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll
", "rollAction":"Gibbering"} to determine what it does during the current turn:
1–4. The target does nothing. 5–6. The target takes no action or Bonus Action and uses all its movement to move in a
Monsters
Monster Manual
Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
Berserk. Whenever the golem starts its turn Bloodied, roll
creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied.
The golem’s creator, if
Spells
Player’s Handbook
looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can see through the illusion’s eyes and hear through its ears as if you
were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
Physical interaction with the
Magic Items
Dungeon Master’s Guide
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its
Spells
Player’s Handbook
success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can’t occupy the same space as a
like.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing
Magic Items
Dungeon Master’s Guide
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal
. 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
Monsters
Monster Manual
Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in
within 1 mile of the lair.
Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1
Spells
Player’s Handbook
, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn
.
Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied
Spells
Player’s Handbook
harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute
end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration
Magic Items
Dungeon Master’s Guide
of your prison. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the
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
Magic Items
Netheril’s Fall
Action. The bell can’t be used this way again for 1d6 days.
Berserk Magen. Whenever the magen summoned by this item starts its turn Bloodied, roll 1d6. On a 6, the magen goes berserk.
While
enough for the magen to move to and attack, the magen attacks an object. The magen remains berserk until it disappears, or until a creature holding the handbell takes an Influence action and succeeds on a DC 15 Charisma (Persuasion) check to regain control of the magen.
Spells
Forgotten Realms: Heroes of Faerûn
Action on your later turns, you can move the rift up to 60 feet and repeat the two attacks against a creature or an object within 5 feet of it. You can direct the attacks at the same target or at
different ones.
The blade can harmlessly pass through any barrier, including ones created by spells like Wall of Force.
Magic Items
Forgotten Realms: Adventures in Faerûn
away.
The Orb of Damara is about 6 inches in diameter and is made of a glassy, iridescent material that's like obsidian but incredibly hard. If held to one's own lips with the intention of consuming
Incapacitated condition. You can take a Magic action to disable or enable this aura. Any enemy that starts its turn in the aura must succeed on a DC 18 Wisdom saving throw or have the Frightened condition until
Monsters
Acquisitions Incorporated
can then be retracted automatically at the end of the attacking creature’s turn.
I’m going to give you a piece of advice. Don’t trust Acquisitions Incorporated. And never, ever, ever
trust Omin Dran. Wait, that’s two pieces of advice. You owe me.
Sometimes a goblin can’t catch a break. First, you fall in with a cult that works for the release of a death god. Then
Monsters
Icewind Dale: Rime of the Frostmaiden
Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
Unfettered. The living spell can move through any barrier, even a wall of magical force
instead.Preemptive Strike. The living spell makes a melee attack against a creature that starts its turn within 5 feet of the living spell.A living blade of disaster is a blade of disaster spell (see
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature other than a leucrotta or gnoll that starts its turn within 5 feet of the leucrotta must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next
agree to carry the leader into battle and offer advice during the fight. Followers of Yeenoghu also see leucrottas as a form of entertainment. They enjoy watching a leucrotta work almost as much as they
Monsters
Mordenkainen Presents: Monsters of the Multiverse
he starts his turn with 0 hit points and doesn’t regenerate.
Ventriloquism. Whenever Titivilus speaks, he can choose a point within 60 feet of him; his voice emanates from that point.Multiattack
action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the
Spells
Xanathar's Guide to Everything
You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your
Equipment
move across it like their namesakes, they can sail into ports on terrestrial worlds without attracting undue attention. Like an ordinary galleon, a space galleon isn’t built to land on the ground
Classes
Xanathar's Guide to Everything
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the
succeed on a DC 13 Wisdom saving throw or be frightened of the hound until the end of the hound’s next turn or until the hound is incapacitated. A frightened target that starts its turn within 30
Tenser's Floating Disk
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like
, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.If you
Classes
Xanathar's Guide to Everything
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an
Chasme
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Drone. The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn within 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or
. This reduction to a creature’s hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration.PoisonCold, Fire, Lightning
Cube of Force
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.
You can use an
number of charges, resetting the duration.
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as
Floating Disk
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like
, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more
Pipes of the Sewers
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn't under
a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
Monsters
Fizban's Treasury of Dragons
Putrid Aura (Acid and Poison Forms Only). A creature that starts its turn within 5 feet of the animated breath must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its
breath looks like billowing clouds of green gas, while a white dragon’s animated cold breath looks like a walking ice sculpture with frigid air whirling around it. A blue dragon’s animated
Monsters
Fizban's Treasury of Dragons
Putrid Aura (Acid and Poison Forms Only). A creature that starts its turn within 5 feet of the animated breath must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its
poison breath looks like billowing clouds of green gas, while a white dragon’s animated cold breath looks like a walking ice sculpture with frigid air whirling around it. A blue dragon’s






