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Returning 35 results for 'must scores with only across from for link'.
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Spells
Player’s Handbook
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the
Spells
Player’s Handbook
One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
Spells
Player’s Handbook
One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
Spells
Player’s Handbook
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can
still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.
An affected target must take a Bonus Action to pass from the liquid&rsquo
Magic Items
Dungeon Master’s Guide
;Woe.” The board comes with a heartshaped, wooden planchette. This planchette must be resting on the lettered side of the board for the board’s magic to function.
This board has 3 charges
and regains 1 expended charge daily at dawn. While touching the planchette, you can take 1 minute to cast one of the spells on the table below. The table indicates how many charges you must expend to
Magic Items
Dungeon Master’s Guide
book must spend 80 hours reading and studying it to digest its contents and use its Adjusted Ability Scores, Tireless Form, Spells, Vile Lore, and Vile Speech properties.
The Book of Vile Darkness
Archlich;Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.
Other practitioners of
Monsters
Monster Manual
devourer has Total Cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores; its understanding of Deep Speech; its
intellect devourer must leave it. The intellect devourer is also forced out if the target regains its devoured brain by means of a Wish spell. By spending 5 feet of its movement, the intellect devourer
Spells
Player’s Handbook
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of
Spells
Player’s Handbook
You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating
no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.
When you cast the spell, you gain a number of Temporary
Spells
Player’s Handbook
the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next
turn. Webs layered over a flat surface have a depth of 5 feet.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the
Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
Spells
Player’s Handbook
You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal
exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during
Magic Items
Dungeon Master’s Guide
Effect
01
5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the
makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature
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
Spells
Player’s Handbook
, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the
chose until the spell ends or you choose a different effect.
Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool
Magic Items
Dungeon Master’s Guide
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
Monsters
Phandelver and Below: The Shattered Obelisk
60 feet of itself must succeed on a DC 17 Intelligence saving throw or take 32 (5d10 + 5);{"diceNotation":"5d10+5", "rollType":"damage", "rollAction":"Mind Blast", "rollDamageType":"psychic"} psychic
Link. The brain breaker targets one creature with the incapacitated condition that the brain breaker senses with its Creature Sense trait and establishes a psychic link with the target. Until the link
Monsters
Phandelver and Below: The Shattered Obelisk
itself must succeed on a DC 17 Intelligence saving throw or take 32 (5d10 + 5);{"diceNotation":"5d10+5", "rollType":"damage", "rollAction":"Mind Blast", "rollDamageType":"psychic"} psychic damage and
the elder brain that fuels Illithinoch’s mind flayers.Psychic Link. The elder brain targets one creature with the incapacitated condition that the elder brain senses with its Creature Sense trait
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5);{"diceNotation":"5d10+5","rollType":"damage","rollAction":"Mind Blast","rollDamageType
it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Break
Monsters
Fizban's Treasury of Dragons
(2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.Protective Link. When another creature the gem stalker can see within 30 feet
of it is about to take damage, the gem stalker reduces that damage by 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction":"Protective Link"}. The gem stalker then takes damage equal to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
in this manner.
Magic Resistance. The ulitharid has advantage on saving throws against spells and other magical effects.
Psionic Hub. If an elder brain establishes a psychic link with the ulitharid
, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the
Monsters
Spelljammer: Adventures in Space
Explode. When the comet drops to 0 hit points, it explodes in a 20-foot-radius sphere centered on itself. Each creature in the sphere must make a DC 16 Dexterity saving throw, taking 28 (8d6
, and other unsuspecting targets to destroy.
A murder comet’s creator can bind their spirit to the comet. In this form, the comet’s creator becomes ageless and immortal, free to race across
Monsters
The Book of Many Things
Demonic Ritual. Brusipha can spend 3 hours performing a ritual that summons 1d3 + 1 barlgura;barlguras or 1 hezrou. She must sacrifice a Medium or larger living creature to Baphomet during this
4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"piercing"} piercing damage, and if the target is a creature, it must succeed on a DC 15 Strength saving
Monsters
The Book of Many Things
", "rollDamageType":"piercing"} piercing damage if the minotaur is enlarged. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet from the minotaur
", "rollDamageType":"piercing"} bludgeoning damage while enlarged. If the target is a creature and the minotaur is enlarged, the target must succeed on a DC 14 Strength saving throw or have the prone
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
innards of one of these dead gods, githyanki xenomancers found a vast cavern containing scores of winged creatures they had never encountered before. The cavern’s denizens used telepathy to question
tail. Its head bears a sharp protuberance that the creature uses to impale enemies.
Githyanki are fond of using star lancers as mounts, riding them across the Astral Sea in small flocks. A star lancer
Monsters
Storm King's Thunder
As long as Lord Drylund and Slarkrethel are on the same plane of existence, Lord Drylund is considered to be within range of the kraken's telepathy. While this telepathic link exists, Slarkrethel can
adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.Nobles wield great authority and influence as members of the
Monsters
Guildmasters’ Guide to Ravnica
Assassinate. During its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hybrid scores against a surprised creature is a
);{"diceNotation":"2d6","rollType":"damage","rollAction":"Toxic Touch","rollDamageType":"bludgeoning"} bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or become
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space
.
Githzerai
Githzerai are otherworldly folk with psionic powers who share an ancestral link to githyanki. The githzerai followers of the great leader Zaerith Menyar-Ag-Gith are an ascetic people who
Monsters
Princes of the Apocalypse
against any creature that hasn't taken a turn. Any hit Grumink scores against a surprised creature is a critical hit.
Evasion. If Grumink is subjected to an effect that allows him to make a Dexterity
":"piercing"} piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6);{"diceNotation":"7d6","rollType":"damage","rollAction":"Shortsword","rollDamageType":"poison"} poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, however, the scores of little green worms crawling in and out of it become visible. These
solitary spawn of Kyuss travels aimlessly. If it stumbles across a living creature, the spawn attacks with the sole intent of creating more spawn. Whether spawn are dispersed or clustered, they reproduce exponentially if nothing stops them.Poison
Monsters
The Book of Many Things
effects on itself or any magic items in its possession, the target must make a DC 15 Charisma saving throw. On a failed save, a random spell effect on the target ends. If the target has no spell effects
Underdark.
Many scholars agree there’s a link between talon beasts, the constellation of the Talons (see chapter 13), and the Talons card found in a Deck of Many Things, but it’s not
Monsters
Tales from the Yawning Portal
Assassinate. During his first turn, Obmi has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Obmi scores against a surprised creature is a critical hit
","rollType":"damage","rollAction":"Shortsword","rollDamageType":"piercing"} piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6);{"diceNotation":"7d6","rollType
Monsters
Storm King's Thunder
Possession (Recharges after a Short or Long Rest). The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At
the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends
Monsters
Eberron: Rising from the Last War
Deadly Critical. Rak Tulkhesh scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.
Innate Spellcasting. Rak Tulkhesh's spellcasting ability is Charisma
, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions
Magic Items
Waterdeep: Dungeon of the Mad Mage
This twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and
click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least






