Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'moves illusion'.
Monsters
Monster Manual
ability (spell save DC 17):
At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Acid
Monsters
Monster Manual
dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Minor Illusion, Scorching Ray (level
dragon regains all expended uses at the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 version).
Pounce. The dragon moves up to half its Speed
Monsters
Monster Manual
ability (spell save DC 21):
At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Acid
Monsters
Monster Manual
the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Minor Illusion, Scorching Ray, Shapechange (Beast or
the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Scorching Sands
Monsters
Phandelver and Below: The Shattered Obelisk
":"bludgeoning"} bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
Spellcasting (Psionics). The shambling mound casts one of the
following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 8):
At will: minor illusion
1/day: charm person (already cast)LightningCold, Fire
Monsters
Strixhaven: A Curriculum of Chaos
ability (spell save DC 15):
At will: minor illusion
2/day each: control water, create or destroy water, mage armor, stone shape
1/day: wall of iceProfessors of perfection combine elemental magic
, and they employ artistry to make their magic spectacular.ColdRushing Wave. The professor is momentarily surrounded by a swirling wave of water and moves up to 30 feet. When the professor moves within 5
Monsters
Quests from the Infinite Staircase
Hand, Minor Illusion
2/day each: Charm Person, Disguise Self, Silent Image
1/day each: Crown of Madness, ShatterChampions are blessed by Usamigaras to advance the faction by any means necessary. They
against the champion and any of the champion’s allies that are in the aura. The aura moves with the champion and lasts for 1 minute, until the champion has the incapacitated condition, or until the champion uses another bonus action to end the aura.
Monsters
Strixhaven: A Curriculum of Chaos
spellcasting ability (spell save DC 12):
At will: minor illusion
1/day each: gust of wind, mage armor, silent imageThe students of Prismari College—first as apprentices and then as Prismari pledgemage
to make their magic spectacular.Surge of Artistry (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Surge of Artistry"}. The apprentice moves up to its speed, surrounding
Monsters
Strixhaven: A Curriculum of Chaos
DC 13):
At will: minor illusion
2/day each: gust of wind, silent image
1/day each: mage armor, water walkThe students of Prismari College—first as Prismari apprentice;apprentices and then as
artistry to make their magic spectacular.Surge of Artistry (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Surge of Artistry"}. The pledgemage moves up to its speed, surrounding
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
will: detect magic, minor illusion, speak with dead
1/day each: detect thoughts, dimension door, hold monsterThe witchkite can take up to two reactions per round but only one per turn.
Enchanting
Gaze. When a creature the witchkite can see moves within 10 feet of it, the witchkite emits an enchanting gaze at the creature. The creature must succeed on a DC 17 Wisdom saving throw or take 10 (3d6
Monsters
Vecna: Eve of Ruin
, Minor Illusion, Web
2/day each: Dominate Monster, Mass Suggestion, Mirror Image, Telekinesis, TeleportMiska can take 3 legendary actions, choosing from the options below. Only one legendary action can
":"psychic"} psychic damage.
Skitter. Miska moves up to his speed without provoking opportunity attack;opportunity attacks.
Cast a Spell (Costs 2 Actions). Miska uses Spellcasting.Miska the Wolf
Monsters
The Wild Beyond the Witchlight
the spellcasting ability (spell save DC 11):
At will: minor illusion, spare the dying
1/day each: animal friendship, faerie fire, meld into stone, silence
Time Lapse (Recharges after a Short or
size and never turn down a good meal.Move Soul Light. The brigganock moves its soul light up to 30 feet in any direction to an unoccupied space it can see. At the end of the current turn, the light returns to the brigganock.
Monsters
Bigby Presents: Glory of the Giants
creature makes a DC 19 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the creature escapes and moves 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Feet"} ×
feet tall and wields a morningstar made from magically dense clouds.
It tends to regard other creatures as toys rather than serious threats, and it uses its illusion magic to manipulate creatures into
Monsters
Tyranny of Dragons
save DC 17, +9;{"diceNotation":"1d20+9","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). Diderius has the following wizard spells prepared:
Cantrips (at will): minor illusion
turn.
Whirlwind of Sand (Costs 2 Actions). Diderius magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to his normal form. While in whirlwind form, Diderius is immune to
Monsters
Fizban's Treasury of Dragons
hand is invisible), minor illusion
1/day each: detect thoughts, invisibility, silent imageEmerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to
the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon’s horns and spines hover above the body, moving and shifting along
Monsters
Fizban's Treasury of Dragons
Intelligence as the spellcasting ability (spell save DC 17):
At will: mage hand (the hand is invisible), minor illusion
1/day each: detect thoughts, dispel magic, invisibility, major imageThe dragon can
. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon’s horns and spines hover above the body, moving and shifting along the back and tail
Monsters
Fizban's Treasury of Dragons
ability (spell save DC 20):
At will: mage hand (the hand is invisible), minor illusion
1/day each: detect thoughts, dispel magic, etherealness, major image, misleadThe dragon can take 3 legendary
scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon’s horns and spines hover above the body, moving and shifting along the back and tail to mirror the
spells
You create a horrid illusion in the target’s mind, convincing it that its body is slowly decaying. One creature that you can see in range is overcome with a sense of impending doom as it
Dash action and moves away from its nearest ally by the safest route unless there is nowhere to move.
A creature becomes filled with spite as it tries to spread the disease to its enemies
monsters
":"Dagger", "rollDamageType":"Piercing"} Piercing damage.
Scuttling Spell. The morlock moves up to half their Speed without provoking Opportunity Attack;Opportunity Attacks. During this movement
(spell save DC 12, +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Minor Illusion, Eldritch Blast
1/Day Each: Charm Person
monsters
, Minor Illusion, Vicious Mockery
2/Day Each: Charm Person, Cure Wounds, Healing Word, Hideous Laughter
1/Day Each: Blindness/Deafness, Enthrall, Shatter Dance Moves. Trigger: An attack would
hit Ryta while she doesn’t have the Grappled or Restrained condition. Response: Ryta adds 2 to her AC against the attack, possibly causing it to miss. Ryta then moves 5 feet without provoking
Gynosphinx
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
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
moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by
monsters
(escape DC 15) from one of six ribbons. It has the Restrained condition until the grapple ends.
Joy Buzzer. The lord’s Infinite Jest illusion moves to a target within range. Melee or Ranged Attack
attack rolls against any target other than that creature until the start of the creature’s next turn.
Infinite Jest. The lord creates an illusion of a Small Humanoid jester in his space. While
Monsters
Lost Laboratory of Kwalish
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
.
The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish
monsters
"} Necrotic damage), Dancing Lights, Light, Mage Hand, Minor Illusion
2/Day Each: Detect Magic, Detect Thoughts, Disguise Self, Scorching Ray, Shield, Unseen Servant, Worm's Repast
1/Day Each
expended use at the start of each of his turns.
Squirm. Volluk moves up to half his Speed without provoking Opportunity Attack;Opportunity Attacks.
Tendril. Volluk makes one Tendril of Leeches
monsters
ability (spell save DC 19):
At Will: Invisibility, Minor Illusion, Vicious Mockery 4d6;{"diceNotation":"4d6", "rollType":"roll", "rollAction":"Vicious Mockery"} Psychic damage)
2/Day: DarknessEvasive
1 mile of the lair, halving the distance at which sounds can be heard.
If the Tall Man dies or moves his lair elsewhere, these effects end immediately.PsychicElusive Disguise. The Tall Man magically
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
if it were being worn by an invisible creature. Created by a minor illusion spell, the cloak is silent and moves away from the party at a speed of 30 feet. It disappears upon entering area 33a, 34a, or 36b, or if it is dispelled.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
if it were being worn by an invisible creature. Created by a minor illusion spell, the cloak is silent and moves away from the party at a speed of 30 feet. It disappears upon entering area 33a, 34a, or 36b, or if it is dispelled.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fear Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a white feather)
Duration: Concentration, up to 1 minute
Each creature in a 30
-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the spell this way, the spell’s range is 1 mile, and the dragon doesn’t need to see the spot where the illusion appears. Refreshing Water. Water within 1 mile of the lair is magically refreshing. A
creature that drinks such water gains 2d4 Temporary Hit Points, and the dragon is immediately aware of the creature’s presence. If the dragon dies or moves its lair elsewhere, these effects end immediately.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fear Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a white feather)
Duration: Concentration, up to 1 minute
Each creature in a 30
-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Fear Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a white feather)
Duration: Concentration, up to 1 minute
Each creature in a 30
-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the spell this way, the spell’s range is 1 mile, and the dragon doesn’t need to see the spot where the illusion appears. Refreshing Water. Water within 1 mile of the lair is magically refreshing. A
creature that drinks such water gains 2d4 Temporary Hit Points, and the dragon is immediately aware of the creature’s presence. If the dragon dies or moves its lair elsewhere, these effects end immediately.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
high overhead Red, held waist high4
Turquoise, held at shoulder Buff, at feet
Scarlet, held waist high (None)
Pale green, at feet Indigo, held high overhead
1 An illusion covering
a crawlway to area 11 2 This door can be opened by a knock spell or destroyed with disintegrate 3 An illusion covering a crawlway to area 14 4 An illusion covering a crawlway to area 13 The false
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
high overhead Red, held waist high4
Turquoise, held at shoulder Buff, at feet
Scarlet, held waist high (None)
Pale green, at feet Indigo, held high overhead
1 An illusion covering
a crawlway to area 11 2 This door can be opened by a knock spell or destroyed with disintegrate 3 An illusion covering a crawlway to area 14 4 An illusion covering a crawlway to area 13 The false
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
block this hall. The second one is painted to look like a raging sea, and the third looks like a moonlit graveyard. When a creature moves within 5 feet of a backdrop, it swings back against the wall
the dirt but takes no damage. Leaning against one wall of the pit is a tombstone prop made of wood painted to look like stone. It is engraved with the name of the first creature that has just fallen into the pit. This engraving is a harmless illusion that fades after 1 minute.