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Returning 35 results for 'spell giant living'.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Living Spell Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that refuse to dissipate. These so-called living spells haunt the places
where they were created, subsisting on ambient magical energy. A living spell appears much like a normal spell effect, except that its magical energy lingers and moves with purpose. Constructed Nature
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Living the Giant Life Giants are exceptionally long-lived compared to humans, but none are immortal. A peaceful death from old age is a common occurrence among cloud giants and storm giants and isn’t
. Giants live at a slower pace than humans do. In the space of four heartbeats for a man, a stone giant’s great heart beats just once. Giant mothers stay with their child for longer than human mothers do
Monsters
Monster Manual
Amphibious. The giant can breathe air and water.Multiattack. The giant makes two attacks, using Storm Sword or Thunderbolt in any combination.
Storm Sword. Melee Attack Roll: +14;{"diceNotation
"} Lightning damage, and the target has the Blinded and Deafened conditions until the start of the giant’s next turn.
Lightning Storm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
Monsters
Monster Manual
, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
At Will: Detect Magic, Fog Cloud, Light1/Day Each: Control Weather, Gaseous Form, TelekinesisMisty Step. The giant casts the Misty Step spell, using the same spellcasting ability as Spellcasting.
Multiattack. The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast Fog Cloud.
Thunderous Mace. Melee
Magic Items
Dungeon Master’s Guide
expend to cast the spell.
Spell
Charge Cost
Giant Insect
4
Insect Plague
5
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must
Spells
Player’s Handbook
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Giant Insect
Large Beast, Unaligned
AC 11 + the spell
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
’s lair is twisted by its presence, creating the following effects:
Negative Energy Suffusion. Whenever a creature within 1 mile of the lair regains Hit Points from a spell, it subtracts 1d10
Magic Items
Dungeon Master’s Guide
identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar
–06
Archmage
07–09
Assassin
10–12
Bandit Captain
13–15
Beholder
16–18
Berserker
19–21
Bugbear Warrior
22–24
Cloud Giant
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
’s lair is twisted by its presence, creating the following effects:
Negative Energy Suffusion. Whenever a creature within 1 mile of the lair regains Hit Points from a spell, it subtracts 1d10
Monsters
Monster Manual
into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn&rsquo
;t transformed.
Spellcasting. The oni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):
1/Day Each: Charm
Magic Items
Dungeon Master’s Guide
a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for
until 5 days have passed.
Figurine of Wondrous Power (Ebony Fly);Ebony Fly (Rare). This ebony statuette, carved in the likeness of a horsefly, can become a Giant Fly (see the accompanying stat block
Magic Items
Dungeon Master’s Guide
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
Object from the weapon. Once you cast either spell, you can’t cast it from the weapon again until the next dawn.
Sentience. Whelm is a sentient, Lawful Neutral weapon with an Intelligence of 15
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
of its turns.
Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18). The vampire can’t take this action again until
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify,Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
Spells
Player’s Handbook
returning to your living body (and ending the spell) or attempting to possess a Humanoid’s body.
You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you are aware of your
Spells
Player’s Handbook
to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature
or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
A task that can be
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
Magic Items
Dungeon Master’s Guide
toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its
yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of
Monsters
Icewind Dale: Rime of the Frostmaiden
Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
Unfettered. The living spell can move through any barrier, even a wall of magical force
.
Unusual Nature. The living spell doesn’t require air, food, drink, or sleep.Force Blade. Melee Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Force Blade"} to hit
Monsters
Bigby Presents: Glory of the Giants
manner—perhaps poisoned, stabbed in the back, or killed while sleeping—the slain giant can rise as a frostmourn. Driven by its desire for vengeance, the frostmourn can turn the living into
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Icy Axe", "rollDamageType":"cold"} cold damage.
Polar Ray. Ranged Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"spell", "rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dreamwalker’s Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the
creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving
Monsters
Icewind Dale: Rime of the Frostmaiden
Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
Unusual Nature. The living spell doesn't require air, food, drink, or sleep.Force Fist
":"Force Fist","rollDamageType":"force"} force damage. If the target is a Large or smaller creature, the living spell can move it up to 5 feet and move with it, without provoking opportunity attacks
Monsters
Eberron: Rising from the Last War
Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.
Magic Resistance. The living spell has advantage on saving throws against spells and other magical
effects.Multiattack. The living spell makes two Magical Strike attacks.
Magical Strike. Melee Spell Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Magical Strike"} to hit, reach
Monsters
Icewind Dale: Rime of the Frostmaiden
Dimensional Form. The living spell can enter another creature's space and vice versa, and it can move through a space as narrow as 1 inch wide without squeezing. The living spell can't detach from a
solid surface, such as a wall, ceiling, or floor. If it has no surface to attach to, the living spell is destroyed (see “Planar Destruction” below).
Extradimensional Chamber. When the living spell
Magic Items
Fizban's Treasury of Dragons
60 feet of you, the figurine becomes a living creature in one of two forms (you choose). If there isn’t enough space for the creature where it would appear, the figurine doesn’t become a
creature. The two forms are as follows:
Giant Canary Form. The figurine becomes a giant canary for up to 8 hours and can be ridden as a mount. Once the figurine has become a giant canary, it can
Monsters
Eberron: Rising from the Last War
Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.
Magic Resistance. The living spell has advantage on saving throws against spells and other magical
effects.Multiattack. The living spell makes two Magical Strike attacks.
Magical Strike. Melee Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Magical Strike"} to hit, reach
Monsters
Dragons of Stormwreck Isle
was creating a spore servant from a dead giant octopus to protect the caves while the leader could not. Unlike a living octopus, this guardian has only basic control over its tentacles. Rather than coiling around intruders to immobilize them, the spore servant simply bludgeons them.
Monsters
Guildmasters’ Guide to Ravnica
Innate Spellcasting. Trostani’s innate spellcasting ability is Wisdom (spell save DC 24). She can innately cast the following spells, requiring no material components:
At will: dispel magic
, druidcraft
3/day each: bless, conjure animals, giant insect, moonbeam, plant growth, spike growth, suggestion
1/day each: conjure fey, mass cure wounds
Legendary Resistance (3/Day). If Trostani
Monsters
Eberron: Rising from the Last War
Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.
Magic Resistance. The living spell has advantage on saving throws against spells and other magical
","rollType":"damage","rollAction":"Magical Strike","rollDamageType":"fire"} fire damage.
Spell Mimicry (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Spell Mimicry"}. The living
Monsters
Bigby Presents: Glory of the Giants
’ property with their keen senses and loud voices. Not only are giant geese from fey stock significantly larger than ordinary geese, but they also have two magical properties that make them even more
valuable: their honk is a powerful defense against intruders, and they can lay eggs with shells of pure gold.
When commanded by its keeper, a giant goose lays a golden egg—a hollow shell of
Magic Items
Acquisitions Incorporated
upgrade to function as the replica chest used for the Leomund's secret chest spell, becoming a rare magic item. You can open the secret chest through your living loot satchel to deposit or withdraw items
you really don’t want to know about, there is no chance for the spell to end.
That Thing You Need
At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15
Monsters
The Book of Many Things
Brilliance (True Form Only). The living portent sheds bright light for 30 feet and dim light for an additional 30 feet.Multiattack. The living portent makes two Radiant Strike attacks.
Radiant
Strike. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Radiant Strike"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 9 (1d12 + 3);{"diceNotation
Monsters
Bigby Presents: Glory of the Giants
saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its crystal ball to cast the scrying spell (save DC 17).
Storm Rune. The giant has a storm rune
Alert. The giant can’t be surprise;surprised, and it has advantage on initiative rolls.
Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If the giant fails a
Monsters
Bigby Presents: Glory of the Giants
Shrapnel Explosion. When the giant drops to 0 hit points, its armor explodes, destroying the giant’s body and scattering the armor as shrapnel. Creatures within 10 feet of the giant when its
failed save, or half as much damage on a successful one.Multiattack. The giant makes two Searing Scepter attacks or two Bolt of Imix attacks.
Searing Scepter. Melee Weapon Attack: +11;{"diceNotation
Monsters
Candlekeep Mysteries
Limited Spell Immunity. The golem automatically succeeds on saving throws against spells of 7th level or lower, and the attack rolls of such spells always miss it.
Unusual Nature. The golem doesn
":"force"} force damage.Spell Deflection. In response to a spell attack missing the golem, it causes that spell to hit another creature within 120 feet of it that it can see.A mummy lord’s organs






