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Returning 35 results for 'race best vs see some'.
Spells
Player’s Handbook
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not
until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
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
.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You
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
.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You
Spells
Player’s Handbook
You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound
throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity
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
.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can
Monsters
Baldur’s Gate: Descent into Avernus
on attack rolls against that target until the end of her next turn.
Tactical Leadership. As a bonus action, Rilsa chooses one creature she can see within 30 feet of her. The creature doesn’t
’s most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence stolen gems, as it’s also the local Guild
Monsters
Mordenkainen Presents: Monsters of the Multiverse
against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.Militarized githyanki cultures assign ranks and responsibilities to citizens
. Groups of ten warriors follow the commands of sarths (githyanki warrior;githyanki warriors; see the Monster Manual), while ten sarths obey the commands of a mighty kith’rak. These champions
Monsters
Guildmasters’ Guide to Ravnica
damage.
Petrifying Gaze. The medusa fixes its gaze on one creature within 60 feet of it that it can see and that can see its eyes. The target must make a DC 14 Constitution saving throw. If the saving
medusas of Ravnica, often called gorgons, are a monstrous race of creatures that appear superficially similar to human women. In place of hair, a gorgon has a writhing mass of black, serpentine
Magic Items
Baldur’s Gate: Descent into Avernus
Avernus. As an action, you can point this sword at one devil you can see within 60 feet of you. That devil must succeed on a DC 22 Charisma saving throw or be charmed by you for 1 hour. While charmed
in this way, the devil follows your orders to the best of its ability. If you command the devil to do something it perceives as suicidal, the effect ends and you can no longer use this power of the
Monsters
Storm King's Thunder
"} fire damage), prestidigitation
1/day each: mage armor, thunderwave, witch boltParry. Othovir adds 2 to his AC against one melee attack that would hit him. To do so, Othovir must see the attacker and
good name.
Ideal: “Find what you do well, and do it to the best of your ability.”
Bond: “I won’t allow my name to be tarnished.”
Flaw: “I get angry when others pry into my private life.”
Monsters
Mythic Odysseys of Theros
can innately cast the following spells, requiring no material components:
At will: fire bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching
Rebuke (2nd-Level Spell; 1/Day). When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a DC 14 Dexterity saving throw, taking 16
Monsters
Mordenkainen Presents: Monsters of the Multiverse
melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.The githyanki can take 3 legendary actions, choosing from the options below. Only one
targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction, if available, and has advantage on the attack
Monsters
Spelljammer: Adventures in Space
potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the followers of the Lich-Queen Vlaakith. They terrorize the Astral Plane, raiding into
Wildspace to plunder the multiverse of its magic and riches.RadiantAstral Step (Recharge 4–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Astral Step"}. The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Monsters
Spelljammer: Adventures in Space
business in Wildspace and the Astral Sea. To a mercane, commerce can take many forms, from the trading of goods and services to the trading of ideas and information. Mercanes are best known, however
, for procuring and selling magic items, including artifacts and spelljamming helm;spelljamming helms. It's rare to see more than one mercane at a time, though it's common for a mercane to be accompanied
Monsters
Mordenkainen Presents: Monsters of the Multiverse
githzerai. These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the bellicose followers of the Lich Queen Vlaakith. They
"}. The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Monsters
Spelljammer: Adventures in Space
progenitors of githzerai. These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the followers of the Lich-Queen Vlaakith
Step"}. The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Magic Items
Mythic Odysseys of Theros
.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Arrows of the Seasons. The four arrows—each associated with a season
the arrows is 18. Each arrow has a unique property:
Spring. As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals
Monsters
Storm King's Thunder
hurls a magical lightning bolt at a point he can see within 500 feet of him. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8);{"diceNotation
presided over a court that included representatives of every race of giant, from mighty storm giants to lowly hill giants. He used the power of the Wyrmskull Throne — a gift given to him by his wife
Monsters
Spelljammer: Adventures in Space
part, on the Astral Plane. Among the best-known githyanki are the followers of the Lich-Queen Vlaakith. They terrorize the Astral Plane, raiding into Wildspace to plunder the multiverse of its magic
and riches.Astral Step (Recharge 4–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Astral Step"}. The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping
him from his slumber by sacrificing Humanoids to him. They are the most traditionalist yuan-ti and believe that they are best equipped to achieve the goals of their people.
Pit masters are deeply
Monsters
Eberron: Rising from the Last War
it finishes a long rest.Dream Eater. When an unconscious creature the hag can see within 30 feet of her regains consciousness, the hag can force the creature to make a DC 15 Wisdom saving throw
to the amount of damage taken.Dusk hags resemble gnarled crones with shriveled orange skin, tangled gray hair, and eyes that burn like hot coals. They see visions of the future in their dreams, and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
forests and jungles, seem to attract girallons. They see a city’s buildings as a superior sort of forest whose uppermost “branches” can safely support them. The creatures can easily
organize members to work together to make a big kill, however. If they succeed, everyone in the group shares the spoils, with the best parts going to those caring for their young.
Girallons’ strange
Monsters
Thieves’ Gallery
holding, two pairs of sending stones, and a deathly token (see Spellcasting).
Wild Magic. When Simon takes 20 or more damage from a single source or takes damage from a critical hit, he must roll on the
). When Simon or another creature he can see within 10 feet of himself would take damage, he conjures a shimmering, 10-foot-radius sphere of magical force centered on himself. Creatures inside the sphere
Monsters
Eberron: Rising from the Last War
-foot-radius sphere centered on a point it can see within 60 feet of it. Each creature in that area must make a DC 21 Wisdom saving throw. On a failure, a creature takes 45 (10d8);{"diceNotation":"10d8
":"Possession"}. One humanoid that the quori can see within 5 feet of it must succeed on a DC 21 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hopelessness.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Gaze of Corruption"}. The cultist targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
summon these creatures to serve as guards and assassins, two roles at which they excel.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes
.
Cult of Atropus, the World Born Dead
Gaze of Corruption (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Gaze of Corruption"}. The cultist targets one creature it can see
Monsters
Mordenkainen Presents: Monsters of the Multiverse
fallen civilizations and great calamities.
Nagpas still fear the Raven Queen and do their best to avoid her and her agents. When it’s impossible to do so, they become cringing, fawning things, eager
targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
straight line toward one creature he can see. This movement ignores opportunity attack;opportunity attacks.
Searing Bite (Costs 2 Actions). Ember makes one Bite attack. If the attack hits, it deals
—but he is best known as the adviser of Dragon Highlord Verminaard, leader of the Red Dragon Army.
Empowered by Takhisis herself, Ember’s innate fire can sear those nearby, and his breath
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Return to Worms. When the mage is reduced to 0 hit points, it breaks apart into a swarm of insects (see the Monster Manual) in the same space. Unless the swarm is destroyed, the mage reforms from it
original cultist’s personality survives the transformation; what emerges is wholly alien.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known
Monsters
Fizban's Treasury of Dragons
sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can best accomplish this
targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 28 (8d6);{"diceNotation":"8d6
Monsters
Mordenkainen Presents: Monsters of the Multiverse
magical gaze toward one creature he can see within 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw or suffer one of the following effects (choose one or roll a d6
chaos, confusion, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss.
The demon lord is
Magic Items
Baldur’s Gate: Descent into Avernus
answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul
hellfire weapon or an infernal war machine’s furnace (see "Soul Fuel").
Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.
Hellish Currency
Monsters
Fizban's Treasury of Dragons
that isn’t being worn or carried that it can see within 60 feet of it, and it magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 20
. (Any)
4
Order. An organized hoard makes me happy—and you don’t want to see me unhappy. (Lawful)
5
Preparation. Justice and righteousness do not guarantee victory. Planning and
Demogorgon
Legacy
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Monsters
Out of the Abyss
until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Gaze. Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That
;t see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save.
If the target fails the save, the target suffers one of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
seer nearby. A hulk appears to have little will of its own and is driven to protect its master.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best
can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Gaze of Corruption






