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Returning 35 results for 'much small with only all folk for long'.
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much small with only all foot for long
much small with only all form for long
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
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
Species
Player’s Handbook
Gnomes are magical folk created by gods of invention, illusions, and life underground. The earliest gnomes were seldom seen by other folk due to the gnomes’ secretive nature and their
Garl Glittergold, Baervan Wildwanderer, and Baravar Cloakshadow, who visited them in disguise. That magic eventually created the lineages of forest gnomes and rock gnomes.
Gnomes are petite folk with
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
Species
Player’s Handbook
live among humans and other tall folk, are sometimes called lightfoot halflings or tallfellows.
Halfling Traits
Creature Type: HumanoidSize: Small (about 2–3 feet tall)Speed: 30 feet
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
, 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
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.
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
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
Monsters
Storm King's Thunder
thumb have abandoned her court and set out to impress the gods in ways that could all but destroy the civilizations of the small folk. Serissa fears warfare among the six giant races as they strive to
claimed the scepter and the throne. Even with the throne’s magic at her command, she feels adrift. Serissa wants to reach out to the small folk for help in finding her father, because she knows that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
out of nowhere to protect swimmers from sharks and other aquatic predators.
Dolphins
Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long.
wisdom and playfulness among the sea folk of many worlds. Found in oceans and in the Elemental Plane of Water, dolphins are befriended by druids and rangers, and many tales speak of dolphins that appeared
Monsters
Storm King's Thunder
breathing
Roleplaying Information
Nimir is an insightful, even-keeled storm giant who believes that a lasting alliance between giants and small folk can make the world a safer, more enlightened place. He
","rollAction":"Lightning Strike","rollDamageType":"lightning"} lightning damage on a failed save, or half as much damage on a successful one.
Spellcasting. Nimir casts one of the following spells
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);deep gnomes (all three appear in the Monster Manual), but they might also transport other Small folk.
Ogres of War
Ogres love to rush headlong into battle, but with enough time and patience, some
Howdah. The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must
Monsters
Quests from the Infinite Staircase
save, the target takes half as much damage only.
The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.The oldest vegepygmies in a colony
of lichen to denote their status.
Vegepygmies
Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by russet mold, a poisonous
Monsters
The Wild Beyond the Witchlight
.
Standing Leap. The harengon’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Club. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType
", "rollAction":"Sling", "rollDamageType":"bludgeoning"} bludgeoning damage.Harengon brigands are usually encountered in small bands lurking along trails and roadways, where they can easily spot and
Monsters
Quests from the Infinite Staircase
evade foes and pelt them with slings from the cover of leafy foliage.
Vegepygmies
Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant
killed by russet mold, a poisonous fungus rumored to have originated from beyond the stars.
Vegepygmies gather in small bands, communicating with a combination of gestures, hisses, and rhythmic taps
Monsters
Quests from the Infinite Staircase
their master’s orders to hunt prey with deadly ferocity.
Vegepygmies
Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by
russet mold, a poisonous fungus rumored to have originated from beyond the stars.
Vegepygmies gather in small bands, communicating with a combination of gestures, hisses, and rhythmic taps. While
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Aberrant Quickness (Recharges after a Short or Long Rest). The choker can take an extra action on its turn.
Boneless. The choker can move through and occupy a space as narrow as 4 inches wide
choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest.
Chokers have cartilage rather than a bony skeleton. This flexible internal structure
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Extraordinary Leap. The distance of the steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.
Spider Climb. The steeder can
, reach 5 ft., one Small or Tiny creature. Hit: The target is stuck to the steeder’s leg and grappled (escape DC 12). The steeder can have only one creature grappled at a time.Giant hunting spiders
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Filament.A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filaments, much like the strands of a spider;spider's webbing
, which the creature uses to snag prey.
A cave fisher usually hunts small animals and is particularly fond of bat;bats, so it stretches a filament over an opening that such prey might travel through. It
Monsters
Storm King's Thunder
the anger and jealousy of Serissa’s older siblings, with the ultimate goal of thrusting the giants into war with the small folk. The dragon also wants to wrest the Wyrmskull Throne from the
storm giants and add it to her trove.
The disguised dragon put Mirran and Nym in contact with representatives of Slarkrethel, a legendary kraken that haunts the Trackless Sea. These small folk belong to
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
creature takes 71 (11d12);{"diceNotation":"11d12","rollType":"damage","rollAction":"Breath Weapon","rollDamageType":"force"} force damage and is knocked prone. On a successful save, it takes half as much
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
creature takes 71 (11d12);{"diceNotation":"11d12","rollType":"damage","rollAction":"Breath Weapon","rollDamageType":"force"} force damage and is knocked prone. On a successful save, it takes half as much
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body
and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. These desert creatures range across arid lands, hunting at dawn and dusk. In the hours between, they wait
Monsters
Fizban's Treasury of Dragons
Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon
creature takes 71 (11d12);{"diceNotation":"11d12","rollType":"damage","rollAction":"Breath Weapon","rollDamageType":"force"} force damage and is knocked prone. On a successful save, it takes half as much






