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Returning 35 results for 'must stay with only about for for levels'.
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must stat with only about for for levels
must start with only about for for levels
Spells
Player’s Handbook
which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.
The simulacrum lasts until it drops to 0 Hit Points, at which point it
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
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover
or Three-Quarters Cover for this save.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Spells
Player’s Handbook
You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Spells
Player’s Handbook
You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next
saving throw it makes before the end of your next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Spells
Player’s Handbook
Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Spells
Player’s Handbook
Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell’s thunderous sound can be heard up to 100 feet away.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Spells
Player’s Handbook
You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8
Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
Spells
Player’s Handbook
You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have
Disadvantage on the next attack roll it makes before the end of its next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
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
Monsters
Icewind Dale: Rime of the Frostmaiden
"} bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.Parry. The chieftain adds 3 to its AC against one melee attack that
would hit it. To do so, the chieftain must see the attacker and be wielding a melee weapon.Reghed Nomads
Reghed nomads are the children of the Reghed Glacier, as suggested by their name. They are
Monsters
Guildmasters’ Guide to Ravnica
","rollAction":"Lightning Form","rollDamageType":"lightning"} lightning damage.
Crackling Death. When the arclight phoenix dies, it explodes. Each creature within 30 feet of it must make a DC 18 Dexterity
that deals lightning damage, or if a creature touches the egg and expends spell slots whose combined levels equal 13 or more. When it hatches, the egg releases a new arclight phoenix that appears in
Monsters
Candlekeep Mysteries
","rollDamageType":"force"} force damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the start of Steel Crane’s next turn.
Whip
;{"diceNotation":"2d8+4","rollType":"heal","rollAction":"Heal Self"} hit points, and all levels of exhaustion end on him.Deflect Missile. In response to being hit by a ranged weapon attack, Steel Crane deflects the
Monsters
Icewind Dale: Rime of the Frostmaiden
":"bludgeoning"} bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.Parry. The great warrior adds 3 to its AC against one
melee attack that would hit it. To do so, the chieftain must see the attacker and be wielding a melee weapon.Reghed Nomads
Reghed nomads are the children of the Reghed Glacier, as suggested by their
Monsters
Candlekeep Mysteries
","rollDamageType":"force"} force damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the of Jade Tigress’s next turn.
Poisoned
, and the target must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.
Heal Self (Recharges after a Long Rest). Jade Tigress regains 2d8 + 2;{"diceNotation":"2d8+2
Monsters
Icewind Dale: Rime of the Frostmaiden
of her must succeed on a DC 17 Wisdom saving throw or be blinded by Auril’s magical gleam for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending
their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness
Monsters
Bigby Presents: Glory of the Giants
":"damage", "rollAction":"Enveloping Slam", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 13 Strength saving throw or be pulled into
hulk. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Mud Splash", "rollDamageType":"bludgeoning
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"fire"} fire damage.
Fear Gaze. The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the merrenoloth
waterThe grim captains of the ferries on the River Styx, merrenoloths can navigate safely through the worst storms and always stay on course. Wielding fiery oars, merrenoloths strike fear into anyone
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
/day: blindness/deafness
Theft of Nerves (1/Day). The faerie unleashes a burst of mind-muddling magic in a 15-foot cone. Each creature in that area must succeed on a DC 12 Intelligence saving throw or
stinging poison.
Tarry not in Tuinvale, Ignore the flowers’ heady scents. Take no thing, stay to the trail, Lest the fae seek recompense.
—To Walk the Wilds
Faeries
The faeries of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Contamination", "rollDamageType":"poison
", "rollAction":"Chain", "rollDamageType":"force"} force damage.
Squirt Bile. The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw
Monsters
Spelljammer: Adventures in Space
","rollAction":"Pseudopod","rollDamageType":"bludgeoning"} bludgeoning damage.Uncanny Dodge. The plasmoid halves the damage that it takes from an attack that hits it. The plasmoid must be able to see
and wit, in addition to their strength and size, to stay in power for long.
Plasmoids
Plasmoids are intelligent oozes that can alter their shape at will. Their amorphous bodies have a soft
Monsters
Icewind Dale: Rime of the Frostmaiden
Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy
current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final
Monsters
Acquisitions Incorporated
":"slashing"} slashing damage.
Shadow Caw. The ancient deep crow releases an ear-splitting caw. Each creature within 60 feet of the crow and able to hear it must make a DC 17 Constitution saving throw
beats its wings. Each creature within 10 feet of the deep crow must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6);{"diceNotation":"2d6+6","rollType":"damage","rollDamageType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the trapper isn’t part of the floor, wall, or ceiling.
Spider Climb. The trapper can climb
difficult surfaces, including upside down on ceilings, without needing to make an ability check.Smother. One Large or smaller creature within 10 feet of the trapper must succeed on a DC 13 Dexterity
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The
out the day’s heat or the night’s cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves.
Tlincallis stay in one
Monsters
The Book of Many Things
Alien Mind. Magic and other features can’t determine the corrupter’s creature type. If a creature tries to read the corrupter’s thoughts, that creature must succeed on a DC 20
is a creature, it must succeed on a DC 20 Wisdom saving throw or be unable to speak until the start of the corrupter’s next turn.
Debilitating Touch. The corrupter’s squirming tentacle
Monsters
The Book of Many Things
":"radiant"} radiant damage. If the target is a creature, it must succeed on a DC 22 Charisma saving throw, or on its next turn, it can either move or take an action, but not both.
Revelation. The veiled
presence reveals a glimpse of its otherworldly nature to a creature it can see within 30 feet of itself. The target must succeed on a DC 22 Wisdom saving throw or have the paralyzed condition until
Monsters
Icewind Dale: Rime of the Frostmaiden
are within 5 feet of each other. A target must succeed on a DC 13 Dexterity saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Acid Splash","rollDamageType":"acid
returned to Easthaven, he ordered his companion to stay with the Dzaan's Simulacrum;simulacrum and watch over it and the buried Netherese spire.
Monsters
Icewind Dale: Rime of the Frostmaiden
Short or Long Rest). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8);{"diceNotation":"8d8
ice crystal that hovers in a space within 5 feet of her. Auril then targets a creature she can see within 60 feet of the crystal. The target must succeed on a DC 21 Charisma saving throw or become
Monsters
The Book of Many Things
Blade", "rollDamageType":"poison"} poison damage.
Beguiling Whisper. The infiltrator magically whispers to a creature it can see within 30 feet of itself. The target must succeed on a DC 17 Wisdom saving
creatures of the infiltrator’s choice within 20 feet of the image. Each target must make a DC 17 Wisdom saving throw, taking 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction
Monsters
Journeys through the Radiant Citadel
Rush","rollDamageType":"cold"} cold damage.
Raging Deluge (Costs 2 Actions). The riverine unleashes a torrent of river water in a 30-foot line that is 5 feet wide. Each creature in that area must
:
Phantasmal Mist. The riverine creates fog around a creature it can see within 120 feet of it. The target must succeed on a DC 17 Wisdom saving throw or take 5 (1d10);{"diceNotation":"1d10
Monsters
Icewind Dale: Rime of the Frostmaiden
creature it can see within 60 feet of it, or at two such creatures that are within 5 feet of each other. A target must succeed on a DC 13 Dexterity saving throw or take 7 (2d6);{"diceNotation":"2d6
named Krintaas. When Dzaan returned to Easthaven, he ordered his companion to stay with the simulacrum and watch over it and the buried Netherese spire.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target. Hit: 17 (2d12 + 4);{"diceNotation":"2d12+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage. If the target is Medium or smaller, the target must succeed on a
willingly harms its master, but outside battle, it might cause considerable difficulties. It might follow its master despite being told to stay put, destroy its master’s house, burrow holes through a
Monsters
The Book of Many Things
spectral cards in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 27 (5d10);{"diceNotation":"5d10", "rollType":"damage", "rollAction
19) know of rifflers and their obsession with Deck of Many Things;Decks of Many Things, and these organizations stay alert for signs of these Fey creatures, since that usually means a deck is nearby.Necrotic, Radiant
Monsters
The Book of Many Things
", "rollDamageType":"psychic"} psychic damage, and the assassin has the invisible condition. This invisibility lasts until the end of the assassin’s next turn.Appropriate for tier 1 play (levels
; the villain can’t take the same lair action two rounds in a row:
Distraction. A shrill sound fills the lair. Creatures that can hear it must succeed on a DC 15 Constitution saving throw or
Monsters
Van Richten’s Guide to Ravenloft
14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Bite","rollDamageType":"necrotic"} necrotic damage. If the target is a Humanoid, it must succeed on a DC 17 Constitution saving throw
target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage. If the target is a creature, it must succeed on a DC 17 Strength






