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Returning 35 results for 'spell of range dragon version'.
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spell of ranger dragon vision
Monsters
Monster Manual
spell attacks):
At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version) 1/Day Each: Fireball (level 6 version), ScryingLegendary Action Uses: 3 (4 in Lair). Immediately after
uses Spellcasting to cast Command (level 2 version). The dragon can’t take this action again until the start of its next turn.
Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray
Monsters
Monster Manual
.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22):
At Will: Detect Magic, Invisibility, Mage
Hand, Shatter (level 3 version) 1/Day Each: Scrying, SendingLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the
Monsters
Monster Manual
(spell save DC 17, +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange
all expended uses at the start of each of its turns.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half its Speed, and it makes
Monsters
Monster Manual
damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 24, +16
;{"diceNotation":"1d20+16", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no
Monsters
Monster Manual
Will: Command (level 2 version), Detect Magic, Scorching Ray 1/Day: FireballLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one
of the following actions. The dragon regains all expended uses at the start of each of its turns.
Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can
Monsters
Monster Manual
damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Mind Spike
(level 3 version) 1/Day: GeasLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon
Monsters
Monster Manual
damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):
At Will: Detect Magic, Mind
Spike (level 5 version) 1/Day Each: Geas, Modify MemoryLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following
Monsters
Monster Manual
. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13;{"diceNotation
":"1d20+13", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary
Monsters
Monster Manual
ability (spell save DC 17):
At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (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)1/Day Each: Greater Restoration, Major ImageLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon
Monsters
Monster Manual
dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Minor Illusion, Scorching Ray (level
3 version), Shapechange (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), Speak with Animals 1
Monsters
Monster Manual
(spell save DC 22, +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange
actions. The dragon regains all expended uses at the start of each of its turns.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half
Monsters
Monster Manual
":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Hold Monster, Ice Knife (level 2 version), Shapechange (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) 1/Day Each: Control Weather, Ice Storm (level 7 version), Teleport, Zone of TruthLegendary Action Uses: 3 (4 in Lair
Monsters
Monster Manual
ability (spell save DC 21):
At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Mind Jolt. The dragon uses Spellcasting to cast Mind Spike (level 5 version). The dragon can
Monsters
Monster Manual
: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +9;{"diceNotation":"1d20+9
", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Fear, Melf's Acid Arrow (level 3 version)
1/Day Each: Speak with Dead, Vitriolic
Monsters
Monster Manual
version), Mind Blank (cast before combat), Scrying, TeleportProtective Magic (3/Day). The archmage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting
Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Arcane Burst"}, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage", "rollAction
Monsters
Monster Manual
Points required to maintain the spell) 1/Day Each: Ice Storm (level 5 version), Zone of TruthLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
Monsters
Monster Manual
Charisma as the spellcasting ability (spell save DC 14):
2/Day Each: Alter Self, Command (level 3 version), Detect Magic1/Day Each: Dominate Person (level 8 version), Plane Shift (self only)Cold, Fire, Lightning, Poison
":"claw", "rollDamageType":"Fire"} Fire damage.
Fire Ray. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"fire ray"}, range 120 ft. Hit: 13 (3d6 + 3);{"diceNotation
Monsters
Monster Manual
Fiendish Restoration. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Fiendish Restoration"} days and regains all its Hit Points. Only a Wish spell
Ray"}, range 60 ft. Hit: 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Necrotic Ray", "rollDamageType":"Necrotic"} Necrotic damage.
Spellcasting. The naga casts one of the
Monsters
Monster Manual
Material components and using Wisdom as the spellcasting ability (spell save DC 14):
At Will: Detect Magic, Thaumaturgy 1/Day Each: Destructive Wave, Divination, Hold Monster (level 6 version), Scrying
Strange Scepter attacks.
Strange Scepter. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Strange Scepter"}, reach 5 ft. or range 120 ft. Hit: 20 (5d6 + 3
Monsters
Monster Manual
save DC 16):
At Will: Mage Armor (included in AC), Mage Hand, Minor Illusion 1/Day Each: Befuddlement, Detect Thoughts, Fly, Scrying, Shatter (level 7 version)Shield (2/Day). The noble casts Shield in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
5 ft. or range 60 ft. Hit: 18 (4d6 + 4);{"diceNotation":"4d6+4", "rollType":"damage", "rollAction":"Beguiling Strike", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed
Monsters
Monster Manual
, using Intelligence as the spellcasting ability (spell save DC 14):
At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fireball (level 4 version
range 120 ft. Hit: 16 (3d8 + 3);{"diceNotation":"3d8+3", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The mage casts one of the following spells
Monsters
Monster Manual
, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save DC 13):
At Will: Mage Hand 2/Day: Magic Missile (level 2 version) 1/Day: FireballFire, Necrotic, Poison
magical effects.
Undead Restoration. If the flameskull is destroyed, it regains all its Hit Points in 1 hour unless Holy Water is sprinkled on its remains or the Dispel Evil and Good spell is cast
Monsters
Monster Manual
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Scorching Ray (level 5 version), Thaumaturgy 2/Day: Fireball (level 6 version)Hellish Rebuke. The cultist casts Hellish Rebuke in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.
", "rollDamageType":"Fire"} Fire damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15, +7;{"diceNotation":"1d20+7", "rollType":"to hit
Monsters
Monster Manual
or Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Arcane Tentacles"}, reach 5 ft. or range 120 ft. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage
: Half damage only.
Spellcasting. The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Detect
Monsters
Monster Manual
following spells, using Charisma as the spellcasting ability (spell save DC 17):
At Will: Thaumaturgy 1/Day Each: Jallarzi's Storm of Radiance (level 7 version), Mass Suggestion
"}, range 120 ft. Hit: 31 (4d12 + 5);{"diceNotation":"4d12+5", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType":"Radiant"} Radiant damage.
Spellcasting. The cultist casts one of the
Monsters
Monster Manual
components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Detect Thoughts, Invisibility (self only), Mage Hand, Major Image1/Day Each: Blight (level 8
version), Cloudkill (level 6 version), Fly, Plane Shift, TonguesAcid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to its
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage
Burst"}, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5);{"diceNotation":"4d12+5", "rollType":"damage", "rollAction":"Eldritch Burst", "rollDamageType":"Force"} Force damage.
Paralyzing Touch. Melee
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
spellcasting ability (spell save DC 19, +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Ray of Sickness (level 2
Magic Items
Dungeon Master’s Guide
an evil dragon, a presence that resents any attempt to coax magic from it. Those who try to wield an orb’s magic but lack sufficient force of personality might find themselves under the orb&rsquo
Suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular society or organization
Magic Items
Dungeon Master’s Guide
When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13).
Agitating this potion’s muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair.
Monsters
Monster Manual
Person (level 2 version), Darkness, Gaseous Form, SleepColdInvisibility. The oni casts Invisibility on itself, requiring no spell components and using the same spellcasting ability as Spellcasting.
.
Nightmare Ray. Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Nightmare Ray"}, range 60 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction
Monsters
Monster Manual
ability (spell save DC 16):
At Will: Thaumaturgy 1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True SeeingPoison
Monsters
Monster Manual
. or range 60 ft. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage", "rollAction":"Radiant Burst", "rollDamageType":"Radiant"} Radiant damage.
Holy Word (Recharge 4–6);{"diceNotation
only.
Spellcasting. The archpriest casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17):
At Will: Light, Thaumaturgy 1/Day
Monsters
Monster Manual
following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At Will: Disguise Self, Mage Hand, Minor Illusion 1/Day Each: Hold Person (level 4 version), Mage Armor (included in AC), Major Image
Multiattack. The bandit makes three Dagger attacks.
Dagger. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Dagger"}, reach 5 ft. or range 20/60 ft. Hit
Monsters
Monster Manual
following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Elementalism 1/Day Each: Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of Fire (level 7 version)Fire
.
Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti