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                        Returning 25 results for 'primal space'.
                    
                
                        
                            
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                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    ":"Searing Gaze", "rollDamageType":"fire"} fire damage.
Teleport. Immediately after a creature the incarnate sees ends its turn, the incarnate teleports up to 60 feet to an unoccupied space it can see.The
                                                
                                            
                                                
                                                     Upper and Lower Planes are fundamental manifestations of good and evil, law and chaos. In the most dire and fateful circumstances, these planes can manifest primal embodiments of their might. These
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    ":"Searing Gaze", "rollDamageType":"fire"} fire damage.
Teleport. Immediately after a creature the incarnate sees ends its turn, the incarnate teleports up to 60 feet to an unoccupied space it can
                                                
                                            
                                                
                                                     see.The Upper and Lower Planes are fundamental manifestations of good and evil, law and chaos. In the most dire and fateful circumstances, these planes can manifest primal embodiments of their might
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    )"} mezzoloth;mezzoloths, 1 arcanaloth, or 1 baernaloth (the mezzoloth and arcanaloth appear in the Monster Manual). A summoned yugoloth appears in an unoccupied space within 60 feet of the baernaloth, acts
                                                
                                            
                                                
                                                     baernaloth teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.The baernaloth can take up to three reactions per round but only one per turn
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     bowl. However, the mortar increases in size to accommodate anything you place inside, expanding—if there's enough space—up to Large size, meaning it can hold even a Large creature
                                                
                                            
                                                
                                                     herbalism kit, and a poisoner's kit. You have advantage on any check you make using the artifact as one of these tools.
Primal Parts. As an action while the pestle and the mortar is within 5 feet of you
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     Euryale’s story and unwavering conviction.
These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They
                                                
                                            
                                                
                                                     space when the wall appears is pushed to the nearest unoccupied space on one side of the wall and must make a DC 15 Dexterity saving throw. On a failed save, the medusa chooses the side. On a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     with all its Hit Points restored.
 Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and
                                                
                                            
                                                
                                                     Stalker, and Hunter subclasses. Beast Master Bond with a Primal Beast A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Air Elemental Primal Spirit of Wind and Storm Habitat: Desert, Mountain, Planar (Elemental Plane of Air); Treasure: None   Chris Cold   
  Energetic spirits from the Elemental Plane of Air, air
                                                
                                            
                                                
                                                     (Auran)
 CR 5 (XP 1,800; PB +3)
 Traits
 Air Form. The elemental can enter a creature’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     Olman, Primal
 Challenge 4 (1,100 XP)
 Amphibious. Tecuziztecatl can breathe air and water.
 Glowing. Tecuziztecatl sheds dim light within 20 feet of itself.
 Flexible. Tecuziztecatl can enter a space
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Barbarian: Path of the Giant Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size
                                                
                                            
                                                
                                                     the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits: Crushing Throw. When you make a successful ranged attack with a thrown
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Fire Elemental Primal Spirit of Heat and Flame Habitat: Desert, Planar (Elemental Plane of Fire); Treasure: None Fire elementals arise when spirits of the Elemental Plane of Fire inhabit flames
                                                
                                            
                                                
                                                     move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature’s space and stop there. The first time it enters a creature’s space on a turn, that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Water Elemental Primal Spirit of Waves and Tides Habitat: Coastal, Planar (Elemental Plane of Water), Swamp, Underwater; Treasure: None Spirits of the Elemental Plane of Water form shapeless liquids
                                                
                                            
                                                
                                                     Speed decreases by 20 feet until the end of its next turn.
 Water Form. The elemental can enter an enemy’s space and stop there. It can move through a space as narrow as 1 inch without expending extra
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     unnatural. They keep the elemental forces of the world in check and keep civilization and the wilderness from destroying one another. “The Emerald Enclave exists as gatekeepers to that vast space beyond
                                                
                                            
                                                
                                                     intellectual concepts of it. To come into contact with that primal order is to touch the power that guides all of life.
 “Those who walk the way of the Emerald Enclave are infused with this power; we embody it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    , you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw
                                                
                                            
                                                
                                                     Speaker You can cast the Beast Sense and Speak with Animals spells but only as Rituals. Wisdom is your spellcasting ability for them. Level 3: Rage of the Wilds Your Rage taps into the primal power of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Slots per Spell Level—— Level Proficiency Bonus Class Features Wild Shape Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9   1 +2 Spellcasting, Druidic, Primal Order — 2 4 2 — — — — — — — — 2 +2 Wild Shape
                                                
                                            
                                                
                                                    . Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic. Level 1: Primal Order You have dedicated yourself to one of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                    Planar Incarnate The Upper and Lower Planes are fundamental manifestations of good and evil, law and chaos. In the most dire and fateful circumstances, these planes can manifest primal embodiments of
                                                
                                            
                                                
                                                     saving throw or take 16 (3d10) fire damage.
 Teleport. Immediately after a creature the incarnate sees ends its turn, the incarnate teleports up to 60 feet to an unoccupied space it can see.
  Kent Davis
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Slots per Spell Level—— Level Proficiency Bonus Class Features Wild Shape Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9   1 +2 Spellcasting, Druidic, Primal Order — 2 4 2 — — — — — — — — 2 +2 Wild Shape
                                                
                                            
                                                
                                                     message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic. Level 1: Primal Order You have dedicated yourself to one of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                    Planar Incarnate The Upper and Lower Planes are fundamental manifestations of good and evil, law and chaos. In the most dire and fateful circumstances, these planes can manifest primal embodiments of
                                                
                                            
                                                
                                                     saving throw or take 16 (3d10) fire damage.
 Teleport. Immediately after a creature the incarnate sees ends its turn, the incarnate teleports up to 60 feet to an unoccupied space it can see.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     Pestle for a spin Properties of the Mortar. The mortar is a Tiny wooden bowl. However, the mortar increases in size to accommodate anything you place inside, expanding—if there’s enough space—up to
                                                
                                            
                                                
                                                     alchemist’s supplies, brewer’s supplies, cook’s utensils, an herbalism kit, and a poisoner’s kit. You have advantage on any check you make using the artifact as one of these tools. Primal Parts. As an action
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                     posit that these enigmatic yugoloths were created by a primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say
                                                
                                            
                                                
                                                     summoned yugoloth appears in an unoccupied space within 60 feet of the baernaloth, acts as an ally of the baernaloth, and can’t summon other yugoloths. It remains for 1 minute, until it or the baernaloth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                     believe that their appearance derives from the primal fear inspired by fiendish creatures, while bards assert that panic, being such a repulsive emotion, is embodied by an equally ugly creature
                                                
                                            
                                                
                                                     space within 60 feet of Ygorl, acts as an ally of Ygorl, and can’t summon other slaadi. It remains for 1 minute, until it or Ygorl dies, or until Ygorl dismisses it as an action.
 Teleport. Ygorl
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest
                                                
                                            
                                                
                                                    : Moonlight Step You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.  Druidic Focuses   Focus Weight Cost   Sprig of mistletoe — 1 GP Wooden staff (also a Quarterstaff
                                                
                                            
                                                
                                                     douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     space as gravity constantly shifts, and a riot of colors blazes through the ever-shifting sky. Still, stoic githzerai monks exert their will over the elements, crafting monasteries on islands of earth
                                                
                                            
                                                
                                                    . Animals born here are paragons of their species, infused with primal power that put even the finest specimens of House Vadalis to shame.  Lamannia Manifest Zone Features   d4 Feature   1 Spells that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Tinderbox. Druidic Focus (Varies) A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such
                                                
                                            
                                                
                                                     Psychic damage) also frees the target, ending the effect. Oil (1 SP) You can douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the
                                                
                                            
                                                
                                                     wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving
                                                
                                            
                                        





