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Returning 35 results for 'provide actions and his could'.
Monsters
Spelljammer: Adventures in Space
":"Double-Barreled Musket","rollDamageType":"piercing"} piercing damage.The giff can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and
only at the end of another creature’s turn. The giff regains spent legendary actions at the start of its turn.
Move. The giff moves up to its speed without provoking opportunity attack
Monsters
Tyranny of Dragons
legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Diderius regains spent legendary actions at
within 5 feet of Diderius must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.
Blasphemous Word (Costs 2 Actions). Diderius utters a blasphemous word. Each non
Monsters
Candlekeep Mysteries
that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.Valin Sarnaster can take 3 legendary actions, choosing from the options below
. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Valin regains spent legendary actions at the start of her turn.
Attack. Valin makes one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to an unoccupied space he can see.Bael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature
’s turn. Bael regains spent legendary actions at the start of his turn.
Fiendish Magic. Bael uses Spellcasting or Teleport.
Infernal Command. Bael uses Infernal Command.
Attack (Costs 2 Actions
Monsters
Waterdeep: Dungeon of the Mad Mage
, or its concentration is broken (as if concentrating on a spell). Any equipment the mummy lord wears or carries is invisible with it.The mummy lord can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.
Attack. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spell.The sibriex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sibriex
regains spent legendary actions at the start of its turn.
Cast a Spell. The sibriex uses Spellcasting.
Spray Bile. The sibriex uses Squirt Bile.
Warp (Costs 2 Actions). The sibriex uses Warp
Monsters
Fizban's Treasury of Dragons
actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the
start of its turn.
Claw. The dragon makes one claw attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Explosive Crystal (Costs 3 Actions). The dragon spits an
Monsters
Fizban's Treasury of Dragons
each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sendingThe dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Claw. The
Monsters
Fizban's Treasury of Dragons
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary
action can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Commanding Spores. The dragon releases spores
Monsters
Fizban's Treasury of Dragons
each: command, divination, hypnotic pattern, lesser restorationThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The dragon uses
Monsters
Fizban's Treasury of Dragons
: command, divination, greater restoration, hypnotic pattern, invisibilityThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a
time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The
Backgrounds
Guildmasters’ Guide to Ravnica
member of the Selesnya Conclave, you can count on your guild mates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have
member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed for spells.
Selesnya Guild Spells
Prerequisite: Spellcasting or Pact Magic
Backgrounds
Baldur’s Gate: Descent into Avernus
and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only
my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
6
Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against
Monsters
Fizban's Treasury of Dragons
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can
be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Commanding Spores. The dragon releases spores around a
Backgrounds
Sword Coast Adventurer's Guide
access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can
provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Monsters
Fizban's Treasury of Dragons
take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary
actions at the start of its turn.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Emerald Embers (Costs 3 Actions). The dragon
Monsters
Fizban's Treasury of Dragons
actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the
start of its turn.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Emerald Embers (Costs 3 Actions). The dragon creates a dancing
monsters
Uses: 1. Immediately after another creature’s turn, the greater dark young of Shub-Niggurath can expend a use to take one of the following actions. The greater dark young of Shub-Niggurath
Black Goat of the Woods engage in primal rituals that require gratuitous bloodletting and fleshy offerings. In return, the dark young heed their call. They provide a cult with brute force, smashing its
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains
spent legendary actions at the start of its turn.
Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.
Blinding Dust. Blinding dust and sand swirls magically
monsters
young of Shub-Niggurath can expend a use to take one of the following actions. The lesser dark young of Shub-Niggurath regains all expended uses at the start of each of its turns.
Swarming Tentacles
bloodletting and fleshy offerings. In return, the dark young heed their call. They provide a cult with brute force, smashing its enemies and protecting it from outsiders. However, if the cult fails to provide a
monsters
Yithian can expend a use to take one of the following actions. The Yithian regains all expended uses at the start of each of its turns.
Attack. The Yithian makes a Snapping Claw attack.
Spell. The
are other time travelers, sent forward to prepare for the arrival of the rest of the Yithians. The cult is designed to provide muscle, logistical support, and other assistance. Time travel is
Acolyte
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to
’s religious hierarchy. (Lawful)
5
Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
6
Aspiration. I seek to prove myself
monsters
turn, the shoggoth can expend a use to take one of the following actions. The shoggoth regains all expended uses at the start of each of its turns.
Thrash of Shifting Forms. The shoggoth makes a Horrid
special organs for the purpose.
Most shoggoths serve powerful cult leaders or Mythos entities directly. They are called forth to provide physical power, working to hew cities from mountains or trample
monsters
Uses: 1. Immediately after another creature’s turn, the shoggoth can expend a use to take one of the following actions. The shoggoth regains all expended uses at the start of each of its turns
. They communicate when their masters wish, forming special organs for the purpose.
Most shoggoths serve powerful cult leaders or Mythos entities directly. They are called forth to provide physical
Actions
Player characters and monsters can also do things not covered by these actions. Many class features and other abilities provide additional action options, and you can improvise other actions. When
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the characters’ actions and provide them any promised rewards. Razak also thanks the characters for their help and gifts them his ring of animal influence. Once the chapter concludes, consult the “Advancing in Level” section of chapter 4 and let the characters determine their next destination.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the characters’ actions and provide them any promised rewards. Razak also thanks the characters for their help and gifts them his ring of animal influence. Once the chapter concludes, consult the “Advancing in Level” section of chapter 4 and let the characters determine their next destination.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
’ actions, or other effects. These curses provide ominously poetic responses to fateful choices and afflictions that last until they’re alleviated by specific remedies. Spells at the characters’ disposal might relieve these curses’ effects temporarily but can’t lift them completely. The price must be paid.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
’ actions, or other effects. These curses provide ominously poetic responses to fateful choices and afflictions that last until they’re alleviated by specific remedies. Spells at the characters’ disposal might relieve these curses’ effects temporarily but can’t lift them completely. The price must be paid.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
provide the sparks that can ignite and sustain a campaign. The most common pitfall of serial stories without a set beginning, middle, and end is inertia. Like many television shows and comic-book series
around the characters and in response to their actions. World-shaking events force conflict. They set new events and power groups in motion. Their outcomes change the world by altering the tone of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
provide the sparks that can ignite and sustain a campaign. The most common pitfall of serial stories without a set beginning, middle, and end is inertia. Like many television shows and comic-book series
around the characters and in response to their actions. World-shaking events force conflict. They set new events and power groups in motion. Their outcomes change the world by altering the tone of the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Investigation, Nature, or Religion) check. Utilize Use a nonmagical object. Player characters and monsters can also do things not covered by these actions. Many class features and other abilities provide
Actions When you do something other than moving or communicating, you typically take an action. The Action table lists the game’s main actions, which are defined in more detail in the Rules Glossary
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Investigation, Nature, or Religion) check. Utilize Use a nonmagical object. Player characters and monsters can also do things not covered by these actions. Many class features and other abilities provide
Actions When you do something other than moving or communicating, you typically take an action. The Action table lists the game’s main actions, which are defined in more detail in the Rules Glossary
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Actions in Exploration Most of what characters do during exploration, aside from movement, relates to just a few actions: Search, Study, and Utilize. Characters also often use the Help action to
assist each other in these actions. Other actions come up only rarely. It’s seldom necessary to rely on the action rules during exploration, except to remember that a character can do only one thing at a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Investigation, Nature, or Religion) check. Utilize Use a nonmagical object. Player characters and monsters can also do things not covered by these actions. Many class features and other abilities provide
Actions When you do something other than moving or communicating, you typically take an action. The Action table lists the game’s main actions, which are defined in more detail in the rules glossary