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Returning 35 results for 'much small with only acts for for long'.
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much small with only acid for for long
Spells
Player’s Handbook
, its Hit Point maximum is half as much, and it can’t cast this spell.
The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The
simulacrum can’t gain levels, and it can’t take Short or Long Rests.
If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during
Spells
Player’s Handbook
damage on a failed save or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
Magic Items
Dungeon Master’s Guide
This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from
creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your
Species
Player’s Handbook
Found throughout the multiverse, humans are as varied as they are numerous, and they endeavor to achieve as much as they can in the years they are given. Their ambition and resourcefulness are
every part of the multiverse, bringing the City of Doors’ cosmopolitanism with them.
Human Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Magic Items
Dungeon Master’s Guide
This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which
composed mostly of water (such as a Water Elemental or a Water Weird). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one.
Spells
Player’s Handbook
A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on
a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Monsters
Monster Manual
Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.Bite. Melee Attack Roll
"} Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 11).
Swallow. The frog swallows a Small or smaller target it is grapple;grappling. While
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
spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.
Number of Spheres
Lightning Damage
1
4d12
2
5d4
3
2d6
Magic Items
Dungeon Master’s Guide
take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw
, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one.
Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet
Spells
Player’s Handbook
You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded
condition until the start of your next turn. On a successful save, it takes half as much damage only.
Until the spell ends, you can take a Magic action to create a new Line of radiance.
For the duration
Magic Items
Dungeon Master’s Guide
an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of
, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.
Spells
Player’s Handbook
after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind
), 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
Spells
Player’s Handbook
You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or
Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall’s space or ends it turn there. A creature makes that save only once per turn.
Magic Items
Dungeon Master’s Guide
, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water
forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM’s choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
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
Backgrounds
Player’s Handbook
B: (A) Musical Instrument (same as above), 2 Costumes, Mirror, Perfume, Traveler's Clothes, 11 GP; or (B) 50 GP
You spent much of your youth following roving fairs and carnivals, performing odd jobs
for musicians and acrobats in exchange for lessons. You may have learned how to walk a tightrope, how to play a lute in a distinct style, or how to recite poetry with impeccable diction. To this day, you thrive on applause and long for the stage.
Spells
Player’s Handbook
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1
foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much
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
appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.
At the start of each of your turns after
Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points
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
violet layer.
Prismatic Layers
Order
Effects
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass
Magic Items
Dungeon Master’s Guide
of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.
76-80
The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each
minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest.
96-99
Magic Items
Dungeon Master’s Guide
–60
A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as it normally would, and
point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1
Monsters
Waterdeep: Dungeon of the Mad Mage
Indomitable (2/Day). Thwad rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Thwad can regain 20 hit points.
Dwarven Resilience. Thwad has
Thwad has more than half of his total hit points remaining.Thwad Underbrew is a former champion of Gorm Gulthyn (the dwarven god of vigilance) who long ago set out to rid Undermountain of the evil that is
Monsters
Storm King's Thunder
Amphibious. Serissa can breathe air and water.
Equipment. As long as she has the Korolnor Scepter in her possession, she can activate the powers of the Wyrmskull Throne.Multiattack. Serissa makes
damage on a failed save, or half as much damage on a successful one.
Spellcasting. Serissa casts one of the following spells, requiring no material spell components and using Charisma as the
Magic Items
The Wild Beyond the Witchlight
save, or half as much damage on a successful one.
Found in a small packet, this dust is made from finely ground rust monster antennae. There is enough dust in each packet for one use.
Monsters
Van Richten’s Guide to Ravenloft
":"Consume Energy","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one. The jiangshi regains hit points equal to the amount of necrotic damage dealt
can hover.
A Humanoid slain by this necrotic damage rises as a wight (see its entry in the Monster Manual) at the end of the jiangshi’s turn. The wight acts immediately after the jiangshi in
Monsters
Bigby Presents: Glory of the Giants
finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A Humanoid slain by this attack immediately rises as a zombie (see the Monster Manual). The zombie acts as an
on a failed save, or half as much damage on a successful one.A hill giant who dies with an empty stomach, full of rage and regret, might become suffused with energy from the Negative Plane and rise as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"necrotic"} necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest
, true seeingLolth’s worshipers expect treachery—the Spider Queen encourages it, after all. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an
Male Steeder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Extraordinary Leap. The distance of the steeder's long jumps is
Small or Tiny creature. Hit: The target is stuck to the steeder's leg and grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time.
Monsters
Spelljammer: Adventures in Space
","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.Space swine are a species of winged boar bred by dohwar;dohwars for a variety of uses. They can serve as mounts for Small creatures, and they
specimen stands 3 feet high at the shoulder and is 5 to 6 feet long. Space swine eat just about anything, but they prefer truffles. A space swine also tastes delicious when roasted and served with applesauce.
Monsters
Planescape: Adventures in the Multiverse
magic, scrying (as an action)
Spit Acid. The kelubar spits acid in a line 60 feet long and 5 feet wide. Each creature in that area must make a DC 17 Dexterity saving throw, taking 27 (6d8
);{"diceNotation":"6d8", "rollType":"damage", "rollAction":"Spit Acid", "rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.
Summon Demodand (1/Day). The kelubar has a
Monsters
Candlekeep Mysteries
an extra 1d6;{"diceNotation":"1d6","rollType":"damage","rollAction":"Staff of Striking","rollDamageType":"force"} force damage.
Heal Self (Recharges after a Long Rest). Bak Mei regains 2d8 + 4
missile if it’s small enough to hold in one hand and Bak Mei has a hand free.Bak Mei can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used
Monsters
Bigby Presents: Glory of the Giants
, it must succeed on a DC 20 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest
miniature spectral cloud acts as an ally of its creator but isn’t under its control.
Chilling Winds (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Chilling Winds"}. The
Monsters
Quests from the Infinite Staircase
mollifying phrases or make shallow but pleasant small talk.
Robots
Robots are Constructs created for heavy labor, menial tasks, or routine security. Despite robots’ hardy construction, their
circuitry is prone to overload if exposed to strong electrical currents. A robot has a pair of small appendages for fine motor control and object manipulation, as well as two larger appendages






