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Returning 35 results for 'sense of rest deep version'.
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Monsters
Monster Manual
ritual consumes.Multiattack. The dracolich makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Ray of Sickness (level 2 version).
Rend. Melee Attack Roll: +13
version) 1/Day Each: Create Undead (level 8 version), Finger of DeathLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dracolich can expend a use to take one of
Monsters
Monster Manual
finish a Long Rest before using this trait to cast that spell again.
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with
, +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)
Monsters
Monster Manual
Incubus Form. When the succubus finishes a Long Rest, it can shape-shifting;shape-shift into an Incubus, using that stat block instead of this one.Multiattack. The succubus makes one Fiendish Touch
);{"diceNotation":"2d10+5", "rollType":"damage", "rollAction":"Fiendish Touch", "rollDamageType":"Psychic"} Psychic damage.
Charm. The succubus casts Dominate Person (level 8 version), requiring no spell
Monsters
Monster Manual
5,000 GP, which the ritual consumes.Multiattack. The dracolich makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Ray of Sickness (level 2 version).
Rend
"} to hit with spell attacks):
At Will: Detect Magic, Ray of Sickness (level 2 version)1/Day Each: Create Undead (level 8 version), Finger of DeathLegendary Action Uses: 3 (4 in Lair
Monsters
Monster Manual
":"damage", "rollAction":"Fiendish Blood", "rollDamageType":"Acid"} Acid damage, and the target is cursed until it finishes a Short or Long Rest. While cursed, the target can’t benefit from the
Invisible condition, its Speed decreases by 10 feet, and all Fiends within 120 feet of the target can sense its location regardless of interposing obstacles.Acid, Cold
Monsters
Monster Manual
":"Necrotic"} Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point
":"1d20+9", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Dispel Magic, Thaumaturgy 1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)Whirlwind of
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
DC 14):
At Will: Detect Magic, Etherealness, Magic Missile (level 4 version) 2/Day Each: Phantasmal Killer, Plane Shift (self only)Cold, FireShape-Shift. The hag shape-shifting;shape-shifts into a
Monsters
Monster Manual
":"recharge", "rollAction":"Hunger of Hadar"}. The vampire casts Hunger of Hadar (level 5 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18).Legendary
within 1 mile of the lair.
Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1
Monsters
Monster Manual
all expended uses at the start of each of its turns.
Chomp. The death tyrant makes two Bite attacks.
Glare. The death tyrant uses Eye Rays.Death Tyrant Lairs
Death tyrants often lurk deep in the
lair feel as if they’re being watched. Any creature (excluding the death tyrant and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving
Monsters
Monster Manual
of each of its turns.
Chomp. The beholder makes two Bite attacks.
Glare. The beholder uses Eye Rays.Beholder Lairs
Beholders lurk in cavern complexes they’ve carved using their eye rays deep
within 1 mile of the lair feel as if they’re being watched. Any creature (excluding the beholder and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 13
Monsters
Forgotten Realms: Adventures in Faerûn
they hunt to satisfy their voracious appetites.
Deep Dragons
Deep dragons slither through the wet and lightless places of the Underdark. They are stealthy hunters with an affinity for lost lore and
fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing
Monsters
Forgotten Realms: Adventures in Faerûn
’s next turn. Success: Half damage only.Young deep dragons establish lairs in familiar hunting grounds and defend their lairs with twisting passages and traps such as deadfalls. They dominate the
Underdark settlements, such as drow cities.
Deep Dragons
Deep dragons slither through the wet and lightless places of the Underdark. They are stealthy hunters with an affinity for lost lore and fungi
Monsters
Forgotten Realms: Adventures in Faerûn
magic pervading the Underdark twists deep dragons as they grow, so few adult deep dragons look alike. Their skin is usually pitted by fungal growths that spread across the body. Although lacking the
versatile shape-shifting of metallic dragons, deep dragons can assume the form of animals or humanoids and often masquerade as snakes or dragonborn.
Adult deep dragons eliminate challengers with
Monsters
Forgotten Realms: Adventures in Faerûn
deep dragons often spend years sequestered among individualized libraries, fungal gardens, or collections of esoterica. When these venerable terrors venture forth to hunt, they can remake Underdark
trade routes or coastal communities with their voracious appetites and love of destruction.
Deep Dragons
Deep dragons slither through the wet and lightless places of the Underdark. They are stealthy
Monsters
Forgotten Realms: Adventures in Faerûn
three attacks, using Eldritch Burst or Paralyzing Touch in any combination. She can replace two attacks with a use of Spellcasting to cast Lightning Bolt (level 5 version).
Eldritch Burst. Melee or
spells, using Intelligence as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fly, Invisibility, Lightning Bolt (level 5 version), Mage Hand
Monsters
Forgotten Realms: Adventures in Faerûn
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave (level 2 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Thunderwave (level 2 version)
1/Day Each
Monsters
Lorwyn: First Light
their homeland in search of wondrous things or simply a place to rest. They are deeply in tune with nature but care little for the smaller denizens around them. At best, this makes a giant aloof and
the might of mountains and crush foes with the force of an avalanche.Name Sleep (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Name Sleep"}. The giant falls into a deep
Monsters
Forgotten Realms: Adventures in Faerûn
":"Spellcasting"} to hit with spell attacks):
At Will: Friends, Silence, Thaumaturgy
2/Day: Ray of Sickness (level 5 version)
1/Day: Blight, MisleadLegendary Action Uses: 3 (4 in Lair). Immediately after
, Bhaal, and Myrkul has earned her the title Auspice of the Dead Three.Karas Chembryl’s Lair
Karas operates from a hideout deep beneath the city of Baldur’s Gate. The hideout contains
Monsters
Astarion's Book of Hungers
spellcasting ability (spell save DC 18):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 4 version), Mage Hand, Prestidigitation
2/Day: Scrying
1/Day: Wall of FireLegendary
sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature
Feats
Eberron: Forge of the Artificer
spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or
Handling Spells table are added to that feature’s spell list.
Mark of Handling Spells
Spell Level
Spells
1
Command, Find Familiar
2
Beast Sense, Calm Emotions
3
Beacon of Hope, Conjure Animals
4
Aura of Life, Dominate Beast
5
Awaken
Monsters
Acquisitions Incorporated
Magic Resistance. The deep crow has advantage on saving throws against spells and other magical effects.
Shadow Stealth. While in dim light or darkness, the deep crow can take the Hide action as a
bonus action.
Sunlight Sensitivity. While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The deep crow makes three
Deep Scion
Legacy
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Monsters
Volo's Guide to Monsters
Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the
Shapechanger. The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Life Sense. The mist can sense the location of any creature within 60 feet of it, unless that creature’s type is Construct or Undead.
Forbiddance. The mist can’t enter a residence
hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.In
Vampiric Mist
Legacy
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Monsters
Tales from the Yawning Portal
Life Sense. The mist can sense the location of any creature within 60 feet of it, unless that creature’s type is construct or undead.
Forbiddance. The mist can’t enter a residence
damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.In a loose manner of speaking, the vampiric mist is the embodiment of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Hybrid Form Only; Recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving
Amphibious (Hybrid Form Only). The deep scion can breathe air and water.Multiattack. The deep scion makes two Battleaxe attacks, or it makes one Bite attack and two Claw attacks.
Battleaxe. Melee
Triton
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in
Species
Dungeon Master’s Guide (2014)
This version of the eladrin originally appeared in the Dungeon Master's Guide as an example for creating your own subraces.
Creatures of magic with strong ties to nature, eladrin live in the
twilight realm of the Feywild. Their cities sometimes cross over to the Material Plane, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild.
Monsters
Bigby Presents: Glory of the Giants
only), mage hand, prestidigitation
1/day each: chain lightning, cone of cold (6th-level version), fireball (6th-level version), fly, plane shift (self only)Before their banishment to the Underdark
occupied a place in the giants’ ordning between hill and stone giants. In ancient times, they were scholars of magic known for their keen intellect—but also for their inflated egos and sense
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs in the depths of the Underdark, deep dragons are
nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.
Deep dragons’ black
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs in the depths of the Underdark, deep dragons are nightmarish
cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.
Deep dragons’ black-and
monsters
incredible heights. Those who have escaped nightgaunts describe the touch of their razor-like claws as “tickling” in a way that causes every sense to scream.
A nightgaunt’s head is a smooth
, horned polyp. Before a nightgaunt kills, its head splits apart, revealing an otherworldly glow deep within.Lightning, Poison, PsychicTickle. Wisdom Saving Throw: DC 16, one creature Grappled by the
Monsters
The Wild Beyond the Witchlight
":"slashing"} slashing damage.Bullywug knights adhere to a code of chivalry. Their sense of honor compels these noble bullywugs to fight fairly and to insist that others do so as well.Croak of Charming
(Recharges after a Short or Long Rest). The knight makes a loud croak while targeting one creature it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or be charmed by the knight until the end of its next turn.
Magic Items
Tyranny of Dragons
.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of
6.
Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.
Dragon Tongue
Magic Items
Tyranny of Dragons
the cold damage dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge
, it gains a recharge of 6.
Dragon Sight. You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5
Monsters
Infernal Machine Rebuild
Earth Walk. Seodra can move across difficult terrain made of stone without expending extra movement.
Treasure Sense. Seodra can pinpoint, by scent, the location of precious metals and stones, such as
statue of Moloch without damaging them. With the gems in hand, Seodra would have been able to craft the jeweled skull of a demilich for Acererak. Unfortunately, she was captured along with the rest of the thieves, and is now forced to work for Thessalar—crafting the same jeweled skull for his own use.