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Returning 35 results for 'strange force'.
Classes
Player’s Handbook
Channel Cosmic Forces of Order
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork
March. Whatever its origin within you, the power of order can seem strange to others, but for you, it’s part of a vast and glorious system.
Monsters
Vecna: Eve of Ruin
", "rollDamageType":"piercing"} piercing damage plus 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"force"} force damage.
Stunning Gaze (Recharge 5–6);{"diceNotation
, reach 10 ft., one creature casting a spell of 3rd level or lower. Hit: 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Antimagic Swipe", "rollDamageType":"force"} force damage
Monsters
Bigby Presents: Glory of the Giants
", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"slashing"} slashing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"force"} force damage
as much damage on a successful one.When exposed to corrupting alien energy, such as that found near a gate to the Far Realm or the strange magic that emanates through the Underdark, a regenerating
Monsters
Phandelver and Below: The Shattered Obelisk
", "rollType":"damage", "rollAction":"Tentacle", "rollDamageType":"force"} force damage, and if the target is a Medium or smaller creature, the target has the grappled condition (escape DC 17).When the strange
Clockwork Soul
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Classes
Tasha’s Cauldron of Everything
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You, or someone from your
within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Hit: 25 (4d10 + 3);{"diceNotation":"4d10+3", "rollType":"damage", "rollAction":"Telekinetic Strike", "rollDamageType":"force"} force damage.
Change Shape. The giant magically transforms to look and
consider beneath their dignity.
Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more like a smirk or a triumphant sneer than a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;gather in packs to scour the Shadowfell for prey. These desperate entities subsist on life force; when they find a creature, they surge forward to sink their fangs into their victims and drink deep
.
Sorrowsworn
The Shadowfell’s pervasive melancholy sometimes gives rise to strange incarnations of the plane’s bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy
Monsters
Bigby Presents: Glory of the Giants
", "rollDamageType":"force"} force damage.
Spellcasting. The fomorian casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At will: mage armor (self
failed, the fomorians were banished to the Underdark and their god was consigned to a subterranean prison. Subjected to the strange magic of the Underdark, the fomorians’ bodies and souls twisted
Monsters
Phandelver and Below: The Shattered Obelisk
back. Steeped in strange energy, aberrant zealots borrow their vicious might from the monstrous entities that inhabit that fell plane.PsychicVoid Warp (Recharge 5–6);{"diceNotation":"1d6", "rollType
);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Void Warp", "rollDamageType":"force"} force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Massive Arm", "rollDamageType":"force"} force damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become stunned until the end of the yagnoloth
carrying, up to 60 feet to an unoccupied space it can see.Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange Fiends handle the
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
"}, fire;{"diceNotation":"2d10+7", "rollType":"damage", "rollAction":"Elemental Strike (Fire)", "rollDamageType":"fire"}, force;{"diceNotation":"2d10+7", "rollType":"damage", "rollAction":"Elemental
Strike (Force)", "rollDamageType":"force"}, lightning;{"diceNotation":"2d10+7", "rollType":"damage", "rollAction":"Elemental Strike (Lightning)", "rollDamageType":"lightning"}, or thunder;{"diceNotation
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
what spawned this monstrosity. Strange phrases echo through their minds, and weird visions occupy their dreams. The sense that some colossal truth sits just outside their recall plagues them for days
Monsters
Phandelver and Below: The Shattered Obelisk
: arcane gate, hunger of HadarAberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots
":"Void Warp", "rollDamageType":"force"} force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollAction":"Fae Blade", "rollDamageType":"force"} force damage.
Vexing Prank. The high fae targets one creature it can see within 60 feet of itself with a magical trick. The target must make a DC 18 Wisdom
embellish their various weapons.
The high fae are ruled by Talion, the Kindly Lord. Talion is as strange, ancient, and fickle as the wilds of Eldraine, and the Kindly Lord demands fealty and respect from
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
10 ft., one target. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Fae Claymore", "rollDamageType":"force"} force damage, and the target’s speed is reduced by 10
, the Kindly Lord. Talion is as strange, ancient, and fickle as the wilds of Eldraine, and the Kindly Lord demands fealty and respect from their followers. But despite their austere demeanor, the Kindly
Monsters
Bigby Presents: Glory of the Giants
":"damage", "rollAction":"Eldritch Burst", "rollDamageType":"force"} force damage and has the prone condition. On a successful save, a creature takes half as much damage only.
Spellcasting. The
and their god was consigned to a subterranean prison. Subjected to the strange magic of the Underdark, the fomorians’ bodies and souls twisted until they became the fomorians of today.Creeping
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
"} to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7);{"diceNotation":"3d8+7", "rollType":"damage", "rollAction":"Fae Blade", "rollDamageType":"force"} force damage.
Stunning Soliloquy (Recharge 5–6
innate illusory magic to power and embellish their various weapons.
The high fae are ruled by Talion, the Kindly Lord. Talion is as strange, ancient, and fickle as the wilds of Eldraine, and the Kindly
Monsters
Mordenkainen Presents: Monsters of the Multiverse
more than once per turn. The seer takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Out-of-Phase Movement", "rollDamageType":"force"} force damage if it ends its turn inside an
, transforming it into a star spawn seer. Whoever the mortal once was largely vanishes beneath the mass of tumorous skin than builds up in strange whorls all over the seer’s body. The mortal’s
Monsters
Quests from the Infinite Staircase
);{"diceNotation":"2d8+6", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"force"} force damage, and a 10-foot-radius invisible sphere of antimagic, like that created by an Antimagic Field spell
. On a failed save, the creature takes 6 (1d12);{"diceNotation":"1d12", "rollType":"damage", "rollAction":"Defiant Essence", "rollDamageType":"force"} force damage, and the spell it cast fails and is
Monsters
Waterdeep: Dungeon of the Mad Mage
, the dragon has resistance to damage that isn’t force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Sunlight
’s lair take on dazzlingly brilliant hues.
Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Hit: 15 (2d8 + 6);{"diceNotation":"2d8+6", "rollType":"damage", "rollAction":"Pseudopod", "rollDamageType":"force"} force damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction
;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.
Cultists of Zuggtmoy
Zuggtmoy’s cultists are primarily mindless victims of her children’s strange spores. The spores burrow into
Monsters
Mordenkainen Presents: Monsters of the Multiverse
layer of the Abyss, which is also known as Shedaklah, is a bubbling morass of fetid sludge. The landscape is covered in vast expanses of caustic slimes, and strange organic forms rise from the oceans of
, this creature can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and
monsters
ability (spell save DC 15):
At Will: Darkness, Hypnotic Pattern.
1/Day: Cone of Cold, Disintegrate, Wall of Force
They were pinkish things about five feet long; with
humanoids into such cults to
better control them.
Strange Scientists. The mi-go are inquisitive and intelligent, leading them to approach the world with a scientific mindset. They dispatch their
monsters
through expansion and contraction.
—H.P. Lovecraft, The Shadow Out of Time
The great race of Yith are creatures of the distant past, existing in a strange era before the gods forged the
cosmos. In this bizarre time, they existed in an uneasy truce with other, strange creatures of the Cthulhu Mythos. Eventually, they were among the creatures swept away by the arrival of the dreaded flying
monsters
":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage plus 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Force"} Force damage. If
":"damage", "rollAction":"Scimitar", "rollDamageType":"Slashing"} Slashing damage plus 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Scimitar", "rollDamageType":"Force"} Force
magic-items
Within (Rare+). While you are burning, your weapon attacks deal an extra 2d4 Fire damage. You can take a Bonus Action to begin or stop burning.
Strange Sight (Rare+). You have Darkvision with a range
force them to expend any number of these Hit Dice in your place. This property can be used twice, regaining all expended uses daily at dusk.
magic-items
following properties.
Jinx of Dire Fortune (Rare+). As a Bonus Action, you can force one creature you can see within 60 feet of you to make a Charisma saving throw (DC = 16 + the tooth’s bonus). On a
, you can take a Reaction to negate their Advantage. You can’t use this property again until a creature you can see makes a D20 Test and rolls a 1 on the d20.
Strange Fortunes (Legendary). Each
backgrounds
understand and claim its might for their own. Depending on the malevolence of the cult’s patron or the malefic purposes they may serve, cultists could be a force of wickedness or a group of closely
entire surface with your cult’s sacred text
3
A crystal that feels strange to the touch
4
A ritual knife stained with blood, sap, or oils
5
A set of copper tattoo needles
6
An embroidered cloth half mask
magic-items
following properties.
Jinx of Dire Fortune (Rare+). As a Bonus Action, you can force one creature you can see within 60 feet of you to make a Charisma saving throw (DC = 16 + the tooth’s bonus). On a
, you can take a Reaction to negate their Advantage. You can’t use this property again until a creature you can see makes a D20 Test and rolls a 1 on the d20.
Strange Fortunes (Legendary). Each
monsters
);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Force"} Force damage. The target has the Grappled condition (escape DC 20), and until the grapple ends, the target has the
", "rollAction":"Swallow", "rollDamageType":"Force"} Force damage at the start of each of its turns.
If the leviathan takes 50 damage or more on a single turn from a creature inside it, the leviathan must
magic-items
Within (Rare+). While you are burning, your weapon attacks deal an extra 2d4 Fire damage. You can take a Bonus Action to begin or stop burning.
Strange Sight (Rare+). You have Darkvision with a range
force them to expend any number of these Hit Dice in your place. This property can be used twice, regaining all expended uses daily at dusk.
monsters
", "rollAction":"Bite", "rollDamageType":"Force"} Force damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 19).
Psychic Caress. Intelligence Saving Throw: DC 19
it. The region containing the White Worm’s lair is changed by its presence, creating the following effects:
Alien Growth. Strange life grows rampant within 1 mile of the lair. In that region
Wizard
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Basic Rules (2014)
-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
Druid
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out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists&rsquo
nature. Instead, they see themselves as extensions of nature’s indomitable will.
Power of Nature
Druids revere nature above all, gaining their spells and other magical powers either from the force
Sorcerer
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Classes
Basic Rules (2014)
apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s
motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to