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Returning 35 results for 'non caste requiring pdf'.
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Monsters
Monster Manual
.
Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti
following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Elementalism 1/Day Each: Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of Fire (level 7 version)Fire
Monsters
Monster Manual
the Wish spell. If the marid knows it, the marid can cast it only on behalf of a non-genie creature who communicates a wish in a way the marid can understand. If the marid casts the spell for the
one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Create or Destroy Water, Detect Evil and Good, Detect Magic
Monsters
Monster Manual
the Wish spell. If the dao knows it, the dao can cast it only on behalf of a non-genie creature who communicates a wish in a way the dao can understand. If the dao casts the spell for the creature, the
of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Evil and Good, Detect Magic, Stone Shape 1/Day Each: Gaseous Form, Invisibility, Move Earth, Passwall, Plane Shift, Tongues, Wall of Stone
Monsters
Monster Manual
. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can
.
Spellcasting. The djinni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Evil and Good, Detect
Monsters
Vecna: Eve of Ruin
5 feet of itself. The trap is hidden, requiring a successful DC 17 Intelligence (Investigation) check to find. The trap lasts for 1 minute. Whenever an enemy enters a space within 10 feet of the trap
blades is that non-warforged on the continent of Khorvaire must be slaughtered.PoisonDash. The scout moves up to its speed without provoking opportunity attack;opportunity attacks.
Monsters
Phandelver and Below: The Shattered Obelisk
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6
", "rollDamageType":"psychic"} psychic damage.
Spellcasting (Psionics). The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Joyful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1
","rollDamageType":"psychic"} psychic damage.
Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):
At
Monsters
Phandelver and Below: The Shattered Obelisk
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6
(Psionics). The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect thoughts, minor illusion
1/day each
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Sorrowful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin
);{"diceNotation":"3d8","rollType":"damage","rollAction":"Longbow","rollDamageType":"cold"} cold damage.
Spellcasting. The eladrin casts one of the following spells, requiring no material components and using
Monsters
Dragonlance: Shadow of the Dragon Queen
acts on Soth’s initiative but immediately after his turn. Absent any other command, the skeleton tries to kill any non-Undead creature it encounters.
Spellcasting. Soth casts one of the following
spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: command (cast at 3rd level)
2/day each: dispel magic, hold person (cast at 3rd
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin
","rollDamageType":"psychic"} psychic damage.
Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16
Monsters
Adventure Atlas: The Mortuary
. The zombie acts on Skall’s initiative but immediately after his turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters.
Spellcasting. Skall casts one
of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19):
At will: detect magic, mage hand, prestidigitation
2/day each: animate
Monsters
Planescape: Adventures in the Multiverse
vapors that coalesce at a point it can see within 120 feet of itself. The vapors fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a DC
, the creature takes half as much damage only.
Spellcasting. The baernaloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell
Monsters
Mordenkainen Presents: Monsters of the Multiverse
brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At will: detect thoughts, levitate
3/day: modify memory
are so-called among non-illithids because they act as the central communication hub for an entire mind flayer colony, just as a brain does for a living body. Linked to the elder brain, the colony acts
Yuan-ti Malison (Type 3)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only)
3/day: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws against
types are possible. Malisons form the middle caste of yuan-ti society and hunt with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies&rsquo
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands.
Humans Transformed
The
caste system based on how complete a person’s transformation was. The vast majority of yuan-ti fall into three categories — abominations, malisons, and purebloods — while the mutated
Spring Eladrin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Spellcasting. The eladrin’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: charm person, Tasha's
hideous laughter
3/day each: confusion, enthrall, suggestion
1/day each: hallucinatory terrain, Otto's irresistible dance
Joyful Presence. Any non-eladrin creature that starts its turn within 60
Spells
Xanathar's Guide to Everything
. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it
pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6
Autumn Eladrin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin
to 30 feet to an unoccupied space it can see.
Innate Spellcasting. The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no
Winter Eladrin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Spellcasting. The eladrin’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: fog cloud, gust of
wind
1/day each: cone of cold, ice storm
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Sorrowful Presence. Any non-eladrin creature that
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Innate Spellcasting. The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components:
At will: gaseous
concentrate for the change in weather to persist.
Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet
monsters
saving throw, she can choose to succeed instead.
Wishes. Biha Babir knows the Wish spell but can cast it only on behalf of a non-genie creature who communicates a wish in a way Biha Babir can
", "rollDamageType":"Bludgeoning"} Bludgeoning damage, and if the target is Huge or smaller, it has the Prone condition.
Spellcasting. Biha Babir casts one of the following spells, requiring no Material
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yuan-ti Pureblood Purebloods form the lowest caste of yuan-ti society. They closely resemble humans, yet a pureblood can’t pass for human under close scrutiny because there’s always some hint of its
Spellcasting. The yuan-ti’s spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes
Compendium
- Sources->Dungeons & Dragons->Monster Manual
to the githyanki. Non-githyanki who claim these weapons often find themselves hunted by wrathful githyanki knights. Githyanki Knight Medium Aberration (Gith), Lawful Evil
AC 18 Initiative +5 (15
.
Spellcasting. The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At Will: Mage Hand (the hand is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yuan-ti Abomination Monstrous serpents with burly humanoid torsos and arms, abominations form the highest caste of yuan-ti society, and they most closely resemble the race as the serpent gods
spells, requiring no material components:
At will: animal friendship (snakes only)
3/day: suggestion
1/day: fear
Magic Resistance. The yuan-ti has advantage on saving throws against spells
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self only)
Actions
Multiattack. The githyanki makes two greatsword attacks
of Gith.” Under the guidance of Gith, the githyanki stratified into a militaristic society, with a strict caste system, dedicated to the ongoing fight against the victims and sworn enemies of their
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
(Psionics). Sheldon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 14):
At will: light, mage hand (the hand is invisible
. At the end of this movement, each creature within 5 feet of Sheldon must succeed on a DC 15 Strength saving throw or have the prone condition, as the wind bursts around Sheldon.
Download PDF
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. Giants belong to a caste structure called the ordning. Based on social class and highly organized
impetuous and arrogant trickster.
Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
quickly coalesced into a caste system based on how complete a person’s transformation was. The vast majority of yuan-ti fall into three categories — abominations, malisons, and purebloods — while the
interest of maintaining the strength of their personal bloodline. The yuan-ti have abandoned their humanity and consider non-serpentine humanoids to be lesser creatures, barely more civilized than
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
)
Innate Spellcasting. The horncaller’s innate spellcasting ability is Wisdom (spell save DC 14). The horncaller can innately cast the following spells, requiring no material components:
1/day each
community, and she has many non-Selesnya friends aside from the Guildpact. One of the most active advocates of cooperation among the guilds, she is relying on personal connections with members of other guilds to help that effort.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yuan-ti Malison A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. Malisons form the middle caste of
the following spells, requiring no material components:
At will: animal friendship (snakes only)
3/day: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws against spells and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
., passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 10 (5,900 XP) Proficiency Bonus +4
Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin
, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):
At will: hold person
2/day each: cure wounds (as a 5th-level spell), lesser restoration
1/day
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it
attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Bonus +3
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7
: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) psychic damage.
Spellcasting (Psionics). The zealot casts one of the following spells, requiring no components
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it
attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it






