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Returning 35 results for 'see forth'.
Spells
Player’s Handbook
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
Force damage.
Bonus Actions
Fey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit’s chosen mood
Spells
Player’s Handbook
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
takes 1d10 Fire damage.
Stony Lethargy (Stone Only). When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. Wisdom Saving
Spells
Player’s Handbook
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
Spells
Player’s Handbook
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.
Healing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell’s level.
Spells
Player’s Handbook
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
Spells
Player’s Handbook
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.
Fiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell’s level Fire damage.
Spells
Player’s Handbook
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
Spells
Player’s Handbook
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form
Monsters
The Wild Beyond the Witchlight
. They charge forth to investigate any suspicious activity they see or hear, meaning that they are easily distracted.Poison, Psychic
Monsters
Candlekeep Mysteries
, see invisibility, sending, tongues, unseen servantShield (1st-Level Spell; 3/Day). When the sage is hit by an attack or targeted by a magic missile spell, it calls forth an invisible barrier of
Monsters
Acquisitions Incorporated
more than two targets at a time.
Chaos Cloud (Recharges after a Short or Long Rest). The chaos quadrapod shoots forth a knot of roiling ethereal light that explodes at a point it can see within 60
Monsters
Quests from the Infinite Staircase
evade foes and pelt them with slings from the cover of leafy foliage.
Vegepygmies
Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant
indefinitely so long as the climate remains hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, PiercingNimble Escape. The vegepygmy takes the Disengage or Hide action.
Monsters
Quests from the Infinite Staircase
their master’s orders to hunt prey with deadly ferocity.
Vegepygmies
Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by
long as the climate remains hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, Piercing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in
life.
Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged
Monsters
Candlekeep Mysteries
until the start of its next turn.
Lightning Eruption (3/Day). The sage creates an eruption of magical lightning centered on a point it can see within 150 feet of it. Each creature in a 20-foot-radius
binding, polymorph, protection from evil and good, scrying, sending, true seeingShield (1st-Level Spell; 3/Day). When the sage is hit by an attack or targeted by a magic missile spell, it calls forth an
Monsters
Quests from the Infinite Staircase
can see within 60 feet of itself. If the target isn’t a vegepygmy, it must make a DC 13 Constitution saving throw. On a failed save, the target takes 13 (3d8);{"diceNotation":"3d8", "rollType
of lichen to denote their status.
Vegepygmies
Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by russet mold, a poisonous
Monsters
Spelljammer: Adventures in Space
. The head contains the aartuk’s sensory organs, including a long tongue that the creature uses as a weapon.
An aartuk’s preferred method of attack is to shoot forth its gooey tongue and
Medium or smaller creature it can see within 30 feet of itself. The target must make a DC 11 Dexterity saving throw. On a failed save, the target is grappled by the tongue (escape DC 12) and pulled up to 25 feet toward the aartuk. The tongue can grapple one creature at a time.
Monsters
Curse of Strahd
the shadows and can see in the dark. When traveling in the open, they use alter self spells to assume less conspicuous forms. They also use these spells to grow long, sharp claws with which they can
spell component, a ritual object, or a potion ingredient.
Barovian witches use the find familiar spell to call forth familiars. They are particularly fond of cats, though snakes and toads are also common. These animals lurk amid the clutter of the witches' lairs, seldom wandering far from their vile masters.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
heads: black, blue, green, red, and white.
Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as
Slashing from Nonmagical Attacks that aren't SilveredTeleport. The abishai teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space that it can see.
Monsters
Spelljammer: Adventures in Space
sensory organs, including a long tongue that the creature uses as a weapon.
An aartuk’s preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies toward the
written form.Tongue (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Tongue"}. The aartuk tries to use its gooey tongue to snare one Large or smaller creature it can see
Spells
Xanathar's Guide to Everything
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your
choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6
Monsters
Mythic Odysseys of Theros
","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: ray of frost (see “Actions” below)
2/day
","rollType":"roll","rollAction":"Summon Water Weird"} water weird;water weirds (see the Monster Manual). The summoned weirds appear in unoccupied spaces in water within 60 feet of the triton. The water weirds
Monsters
Strixhaven: A Curriculum of Chaos
"} inkling mascot;inkling mascots in unoccupied spaces he can see within 60 feet of himself. The inklings obey his commands and take their turns immediately after his. While any of these inklings live
Silverquill College on the principles of eloquence and leadership, seeking to produce leaders who would go forth to guide others.Psychic, Radiant
Spells
Tasha’s Cauldron of Everything
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra
until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn
Monsters
Spelljammer: Adventures in Space
the aartuk’s sensory organs, including a long tongue that the creature uses as a weapon.
An aartuk’s preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies
hisses. It has no written form.Rally the Troops (1/Day). The aartuk magically ends the charmed and frightened conditions on itself and each creature of its choice that it can see
Monsters
Van Richten’s Guide to Ravenloft
attack roll it makes.
Soul Swap. The carrionette targets a creature it can see within 15 feet of it that is cursed by its Silver Needle. Unless the target is protected by a protection from evil and good
porcelain dolls are the most common, all manner of deadly stuffed animals, crawling jack-in-the-boxes, bloodthirsty poppets, murderous jewelry box ballerinas, and so forth might be carrionettes. These
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage.
Tidal Wave (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Tidal Wave"}. The leviathan magically creates a wave of water that extends from a point it can see within 120
force of nature, dragging ships down to the ocean’s depths and washing away coastal settlements. When called forth, a leviathan arises from a large body of water and takes on the form of a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
chooses a living Humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer’s ribcage and imprisoned there. While imprisoned in this way, the
telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer’s body to begin its new existence as an Undead servitor of the monster that spawned it.PoisonCold, Fire, Lightning
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"1d10+3", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"bludgeoning"} bludgeoning damage.
Life Leech. One Large or smaller creature that the slithering tracker can see
’s body, killing it. Yet the subject’s mind lives on in the puddle that issues forth from the remains, and so too does its insatiable need for retribution.
A slithering tracker tastes the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
abishai makes one Bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking
forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large
Monsters
Waterdeep: Dungeon of the Mad Mage
). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened
slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy
Monsters
Mordenkainen Presents: Monsters of the Multiverse
up to four other creatures within 60 feet of it that can see it. Until the start of the abishai’s next turn, each of those creatures makes attack rolls with advantage and can’t be
frightened.
Power of the Dragon Queen. The abishai targets one Dragon it can see within 120 feet of it. The Dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with
Monsters
Curse of Strahd
(Costs 2 Actions). Exethanter uses his Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Exethanter fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC
lower. If it has no spent spell slots of that level or lower, nothing happens.
Exethanter targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Exethanter
Backgrounds
Baldur’s Gate: Descent into Avernus
clockwork, shimmering cloth of gold, a trained speaking bird, or some other small wonder—and told you that it came from Baldur’s Gate. You’ve come to see the source of such wonders
features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Baldur’s