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Returning 35 results for 'spell of resolves down violent'.
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Monsters
Lorwyn: First Light
.
Spellcasting. The incarnation casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability:
At Will: Daylight, Druidcraft, Plant Growth
1/Day: Blindness
features of three or more creatures. In Lorwyn, incarnations of nature often embody positive, exhilarating emotions. In Shadowmoor, they often manifest dour, violent impulses.
An incarnation of nature
Monsters
Mythic Odysseys of Theros
Hide in Plain Sight. The alseid has advantage on Dexterity (Stealth) checks made to hide while it is in grassland.
Innate Spellcasting. The alseid's spellcasting ability is Charisma (spell save DC 14
Resistance. The alseid has advantage on saving throws against spells and other magical effects.Multiattack. The alseid makes two radiant touch attacks.
Radiant Touch. Melee Spell Attack: +6;{"diceNotation
Monsters
Phandelver and Below: The Shattered Obelisk
Special Equipment. Glasstaff wields a staff of defense (see appendix B). With the staff in hand, he can use an action to cast the mage armor spell and use his reaction to cast the shield
spell.Multiattack. Glasstaff makes two Shocking Burst attacks.
Shocking Burst. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Shocking Burst"} to hit, reach 5 ft. or
Magic Items
The Book of Many Things
curse to you. You can’t remove the goggles or end your attunement to them until you are targeted by a Remove Curse spell or similar magic.
Whenever you use the goggles’ fiery beam and the
target rolls a 20 on the d20 for the saving throw, the goggles expose you to a flash of violent bright light. As a result, you have the blinded condition for 24 hours.
Monsters
Mythic Odysseys of Theros
;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: chill
touch or chill touch.
Necrotic Touch. Melee Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Necrotic Touch"} to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4);{"diceNotation
monsters
.
Spellcasting. Lorinda casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14, +6;{"diceNotation":"1d20+6", "rollType":"to hit
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Charm Person, Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and Lorinda leaves no tracks while
Monsters
Princes of the Apocalypse
spellcasting ability is Charisma (spell save DC 20, +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). She can innately cast the following
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
Gallows Speaker
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monsters
Van Richten’s Guide to Ravenloft
it turn inside an object.
Unusual Nature. The gallows speaker doesn’t require air, food, drink, or sleep.Foretelling Touch. Melee Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit
suffering, foreseeing dooms leveled against them and overwhelming their foes with visions of innumerable violent deaths.
Gallows speakers rarely speak coherently or communicate with the living, instead
Monsters
Mythic Odysseys of Theros
Innate Spellcasting. The oread's spellcasting ability is Charisma (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). It
attacks twice with its fiery touch or fire bolt.
Fiery Touch. Melee Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Fiery Touch"} to hit, reach 5 ft., one target. Hit: 9
Backgrounds
Guildmasters’ Guide to Ravnica
Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Gruul Guild Spells
Spell Level
Spells
Cantrip
fire bolt, produce flame
1st
compelled duel, speak with animals, thunderwave
2nd
beast sense, shatter
3rd
conjure animals
Monsters
Mythic Odysseys of Theros
and other magical effects.Multiattack. The naiad makes two psychic touch attacks.
Psychic Touch. Melee Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"spell","rollAction":"Psychic Touch"} to
and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Incorporeal Movement", "rollDamageType":"force"} force damage if it ends its turn inside an object.
Unusual Nature. The allip doesn’t require air, food, drink, or sleep.Maddening Touch. Melee Spell
, but that piece is enough to wrack the recipient with temporary mental anguish and violent compulsions. The survivors of an allip’s attack are sometimes left with a compulsion to learn more about
Monsters
Spelljammer: Adventures in Space
","rollType":"damage","rollAction":"Longsword (additional Radiant)","rollDamageType":"radiant"} radiant damage.
Radiant Ray. Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
effects.Multiattack. The dream eater makes two Ensnaring Shriek attacks.
Ensnaring Shriek. Melee or Ranged Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Ensnaring Shriek"} to hit, reach
, dream eaters are violent manifestations of nightmares and subconscious terrors. The true appearance of a dream eater is obscured, as the dream eater twists its hazy form into surreal illusions of its
Monsters
Vecna: Eve of Ruin
Charisma as the spellcasting ability (spell save DC 17):
At will: Druidcraft
2/day each: Pass without Trace, Spike Growth
1/day: Dispel MagicWhen a dryad fails to protect its wilderness home from a
, it becomes stronger and more violent, and it typically gains a renewed dedication to protecting its now-fetid domain. Most deadbark dryads would rather fight to the death than allow any intrusion into
Species
Strixhaven: A Curriculum of Chaos
some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the
Construct type.
Life Span
The typical life span of a player character in D&D is about a century, assuming the character doesn’t meet a violent end on an adventure.
Height and Weight
Player
Monsters
Mordenkainen Presents: Monsters of the Multiverse
sight.
3–4: Confusing Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon’s next turn. Demogorgon doesn
’t need to concentrate on the spell.
5–6: Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon’s next turn. Demogorgon chooses how the charmed target uses
Magic Items
Mythic Odysseys of Theros
within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s Guide) or calming a storm. In either
monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can’t be used again until the next dusk
Species
Dragonlance: Shadow of the Dragon Queen
example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the Construct type.
Life Span
The typical life span of a player character in the D&D
multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
violent, action.Spectral Dagger (Recharges after a Short or Long Rest). The choldrith conjures a floating, spectral dagger within 60 feet of itself. The choldrith can make a melee spell attack (+4
", "rollDamageType":"poison"} poison damage.
Spellcasting. The choldrith casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
At will: guidance
Greater Star Spawn Emissary
Legacy
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monsters
Van Richten’s Guide to Ravenloft
","rollDamageType":"acid"} acid damage.
Psychic Orb. Ranged Spell Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Psychic Orb"} to hit, range 120 ft., one creature. Hit: 27 (3d12 + 8
);{"diceNotation":"5d12","rollType":"damage","rollAction":"Mind Cloud","rollDamageType":"psychic"} psychic damage. In addition, every spell ends on creatures and objects of the emissary’s choice in
Species
Mordenkainen Presents: Monsters of the Multiverse
example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character
doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is
Species
Mordenkainen Presents: Monsters of the Multiverse
, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span
of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live
Species
Mordenkainen Presents: Monsters of the Multiverse
, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work
on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an
Species
Mordenkainen Presents: Monsters of the Multiverse
the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character
in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If
monsters
chest.
This violent deed begat more bloodshed: Baron Metus avenged his slain servant by killing Rudolph’s wife, Ingrid. Though Rudolph eventually slew the evil baron, he remains haunted by the
keys to undoing myriad evils across the Land of the Mists.Occult Aid (2/Day). Rudolph casts Cure Wounds, Dispel Evil and Good, or Sanctuary, using Wisdom as the spellcasting modifier (spell save DC 15).
Monsters
Spelljammer: Adventures in Space
spells, using Wisdom as the spellcasting ability (spell save DC 16):
2/day each: cure wounds (8th-level version), hold person
1/day each: divination, sending, word of recallStar
sustenance.
Astral elves were among the first creatures to dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange
Demogorgon
Legacy
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Monsters
Out of the Abyss
Innate Spellcasting. Demogorgon’s spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components:
At will: detect
the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon’s next turn. Demogorgon doesn’t need to concentrate on the spell.Demogorgon can take 2
Species
Mordenkainen Presents: Monsters of the Multiverse
spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a
violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race
Species
Mordenkainen Presents: Monsters of the Multiverse
. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or
an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of
Species
Mordenkainen Presents: Monsters of the Multiverse
’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life
Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as
Shifter
Legacy
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Species
Mordenkainen Presents: Monsters of the Multiverse
rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The
typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and
Species
Spelljammer: Adventures in Space
rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a
about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description
Monsters
Spelljammer: Adventures in Space
);{"diceNotation":"4d6","rollType":"damage","rollAction":"Longbow (bonus Radiant)","rollDamageType":"radiant"} radiant damage.
Spellcasting. The elf casts the following spell, using Wisdom as the
have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers
Monsters
Mythic Odysseys of Theros
Returned palamnites. These Returned led violent lives, existences filled with such pain and hatred that violence now suffuses their deathless bodies. Such makes them exceptionally dangerous to the
that suffuses the Underworld. A Returned kakomantis has the statistics of a Returned palamnite and uses the following action option in place of Multiattack:
Underworld Bolt. Ranged Spell Attack: +4