The dao can burrow through nonmagical, unworked earth and stone. Elemental Demise. If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying. Innate Spellcasting. The druid is a 4th-level spellcaster. It has the following druid spells prepared: Cantrips at will : druidcraft, produce flame, shillelagh 1st level 4 slots : entangle, longstrider, speak with animals, thunderwave 2nd level 3 slots : animal messenger, barkskin Actions Quarterstaff.
Hit: 3 1d6 bludgeoning damage, or 4 1d8 bludgeoning damage with shillelagh or if wielded with two hands. The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. The dao makes two fist attacks or two maul attacks. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.
The elemental can burrow through nonmagical, unworked earth and stone. Large elemental, lawful evil Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. The efreeti makes two scimitar attacks or uses its Hurl Flame twice.
Siege Monster. The elemental deals double damage to objects and structures. Hit: 17 5d6 fire damage. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Two Heads. The ettin has advantage on Wisdom Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. Medium monstrosity, neutral evil Large giant, chaotic evil Web Walker.
The ettercap ignores movement restrictions caused by webbing. The ettercap makes two attacks: one with its bite and one with its claws. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The ettin makes two attacks: one with its battleaxe and one with its morningstar. Web Recharge 5—6. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success.
The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage. Armor Class 11 Hit Points 45 10d8 Speed 0 ft. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 1d10 fire damage.
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Large elemental, neutral Illumination. The elemental sheds bright light in a foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. The elemental makes two touch attacks. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 1d10 fire damage at the start of each of its turns. Medium undead, any alignment Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain.
It takes 5 1d10 force damage if it ends its turn inside an object. Actions Withering Touch. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. Horrifying Visage.
Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Possession Recharge 6. One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity Stealth checks made while underwater. The octopus can breathe only underwater. Actions Tentacles. If the target is a creature, it is grappled escape DC A footradius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.
After releasing the ink, the octopus can use the Dash action as a bonus action. The gladiator has advantage on saving throws against being frightened. A melee weapon deals one extra die of its damage when the gladiator hits with it included in the attack.
The gladiator makes three melee attacks or two ranged attacks. Shield Bash. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Reactions Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone.
If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action. Actions Gore. Petrifying Breath Recharge 5—6. The gorgon exhales petrifying gas in a foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained.
The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. Guard Actions Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Heavy Crossbow. The veteran exhales fire in a foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 7d6 fire damage on a failed save, or half as much damage on a successful one.
The veteran adds 3 to its AC against one melee attack that would hit it. To do so, the veteran must see the attacker and be wielding a melee weapon. The helmed horror has advantage on saving throws against spells and other magical effects. Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.
The helmed horror makes two longsword attacks. Medium humanoid any race , any alignment Brave. The knight has advantage on saving throws against being frightened. The knight makes two melee attacks. Hit: 5 1d10 piercing damage. Leadership Recharges after a Short or Long Rest. For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw.
The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. Armor Class 12 15 with mage armor Hit Points 40 9d8 Speed 30 ft. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom Perception checks that rely on sight.
Pack Tactics. Actions Dagger. Medium humanoid any race , any alignment Spellcasting. The mage is a 9th-level spellcaster.
The lizardfolk can hold its breath for 15 minutes. The lizardfolk makes two melee attacks, each one with a different weapon. The merrow can breathe air and water. Actions Heavy Club. Spiked Shield. The merrow makes two attacks: one with its bite and one with its claws or harpoon. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.
A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. Rotting Fist. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot.
The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration.
A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies but not mummy lords for the next 24 hours. The mummy lord has advantage on saving throws against spells and other magical effects. The mummy lord is a 10th-level spellcaster. The mummy lord has the following cleric spells prepared: Cantrips at will : sacred flame, thaumaturgy 1st level 4 slots : command, guiding bolt, shield of faith 2nd level 3 slots : hold person, silence, spiritual weapon 3rd level 3 slots : animate dead, dispel magic 4th level 3 slots : divination, guardian of faith 5th level 2 slots : contagion, insect plague 6th level 1 slot : harm Actions Multiattack.
If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The mummy lord targets one creature it can see within 60 feet of it. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. Legendary Actions The mummy lord can take 3 legendary actions, choosing from the options below.
The mummy lord regains spent legendary actions at the start of its turn. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Blasphemous Word Costs 2 Actions. The mummy lord utters a blasphemous word.
Channel Negative Energy Costs 2 Actions. The mummy lord magically unleashes negative energy. Whirlwind of Sand Costs 2 Actions. The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. Equipment worn or carried by the mummy lord remain in its possession.
The otyugh can magically transmit simple messages and images to any creature within feet of it that can understand a language. Medium humanoid any race , any alignment Rapier. Ogre Large aberration, neutral Actions Large giant, chaotic evil Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured.
Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 1d10 on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. If the target is Medium or smaller, it is grappled escape DC 13 and restrained until the grapple ends.
The otyugh has two tentacles, each of which can grapple one target. Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Armor Class 12 Hit Points 22 5d8 Speed 0 ft. The bear has advantage on Wisdom Perception checks that rely on smell. The bear makes two attacks: one with its bite and one with its claws.
Pseudodragon Tiny dragon, neutral good Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain.
Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom Perception checks that rely on sight. The pseudodragon has advantage on Wisdom Perception checks that rely on sight, hearing, or smell. The pseudodragon has advantage on saving throws against spells and other magical effects. Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within feet of it that can understand a language.
Life Drain. Hit: 10 3d6 necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0. Variant: Pseudodragon Familiar Some pseudodragons are willing to serve spellcasters as a familiar. Such pseudodragons have the following trait. The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other.
At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond. Actions Bite. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. Armor Class 14 Hit Points 36 8d8 Speed 30 ft. Challenge 4 1, XP Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10 ft.
The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. It reverts to its true form if it dies. Medium swarm of Tiny beasts, unaligned Swarm. Actions Actions Bites. Hit: 7 2d6 piercing damage, or 3 1d6 piercing damage if the swarm has half of its hit points or fewer.
The target must make a DC 10 Constitution saving throw, taking 14 4d6 poison damage on a failed save, or half as much damage on a successful one. Claw Fiend Form Only. Swarm of Ravens Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day.
If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. This reduction lasts until the target finishes a long rest. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. Actions Beaks. Actions Spear. Medium undead, neutral evil Regeneration. Troll Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws: Forbiddance. Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. The troll has advantage on Wisdom Perception checks that rely on smell.
The troll regains 10 hit points at the start of its turn. The troll makes three attacks: one with its bite and two with its claws. The vampire makes two attacks, only one of which can be a bite attack. Instead of dealing damage, the vampire can grapple the target escape DC The reduction lasts until the target finishes a long rest.
Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. If the vampire fails a saving throw, it can choose to succeed instead. Misty Escape. Once in its resting place, it reverts to its vampire form.
It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. Spider Climb. Multiattack Vampire Form Only. Unarmed Strike Vampire Form Only. Bite Bat or Vampire Form Only. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire.
The charmed target regards the vampire as a trusted friend to be heeded and protected. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. Legendary Actions The vampire can take 3 legendary actions, choosing from the options below. The vampire regains spent legendary actions at the start of its turn.
The vampire moves up to its speed without provoking opportunity attacks. Unarmed Strike. The vampire makes one unarmed strike. Bite Costs 2 Actions. The vampire makes one bite attack. The vampire takes 20 acid damage if it ends its turn in running water. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.
If the target is prone, the horse can make another attack with its hooves against it as a bonus action. Actions Water Form. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Whelm Recharge 4—6. If it is Large or smaller, it is also grappled escape DC Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom Perception checks that rely on sight. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. Keen Hearing and Smell. The wolf has advantage on Wisdom Perception checks that rely on hearing or smell. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken.
The wight can have no more than twelve zombies under its control at one time. The wraith can move through other creatures and objects as if they were difficult terrain. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom Perception checks that rely on sight. Actions Life Drain. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently.
The wraith can have no more than seven specters under its control at one time. The yuan-ti can use its action to polymorph into a Large snake, or back into its true form.
Its statistics are the same in each form. Innate Spellcasting Abomination Form Only. The yuan-ti has advantage on saving throws against spells and other magical effects. Actions Multiattack Abomination Form Only. The yuan-ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each. Scimitar Abomination Form Only. Longbow Abomination Form Only. The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form.
Bite Snake Form Only. Malison Type. The yuan-ti makes two melee attacks. This includes spells mentioned in monster stat blocks both in the adventure appendix and this supplement and spells referred to by magic items in the adventure. Animal Messenger 2nd-level enchantment ritual Casting Time: 1 action Range: 30 feet Components: V, S, M a morsel of food Duration: 24 hours By means of this spell, you use an animal to deliver a message.
Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave.
At Higher Levels. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Animate Dead 3rd-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M a drop of blood, a piece of flesh, and a pinch of bone dust Duration: Instantaneous This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one.
You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current hour period ends.
This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects.
Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. As a bonus action, you can mentally command any creature you made with this spell if the creature is within feet of you if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one.
Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover.
If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its The Rise of Tiamat v0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it.
It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
Call Lightning Cloud of Daggers 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M a sliver of glass Duration: Concentration, up to 1 minute You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd. Cloudkill 3rd-level conjuration Casting Time: 1 action Range: feet Components: V, S Duration: Concentration, up to 10 minutes A storm cloud appears in the shape of a cylinder that is 10 feet tall with a foot radius, centered on a point you can see feet directly above you.
When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw.
A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd. Chromatic Orb 1st-level evocation Casting Time: 1 action Range: 90 feet Components: V, S, M a diamond worth at least 50 gp Duration: Instantaneous You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range.
You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell.
Its area is heavily obscured. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Color Spray 1st-level illusion Casting Time: 1 action Range: Self foot cone Components: V, S, M a pinch of powder or sand that is colored red, yellow, and blue Duration: 1 round A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends.
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. Each creature in a foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. To determine the direction, roll a d8 and assign a direction to each die face. The creature uses its action to make a melee attack against a randomly determined creature within its reach.
If there is no creature within its reach, the creature does nothing this turn. The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Continual Flame 2nd-level evocation Casting Time: 1 action Range: Touch Components: V, S, M ruby dust worth 50 gp, which the spell consumes Duration: Until dispelled A flame, equivalent in brightness to a torch, springs forth from an object that you touch. A continual flame can be covered or hidden but not smothered or quenched. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning if any , its emotional state, and something that looms large in its mind such as something it worries over, loves, or hates.
If it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you.
Divine Word 7th-level evocation Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Instantaneous You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw.
Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. This growth increases its size by one category—from Medium to Large, for example. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. This reduction decreases its size by one category—from Medium to Small, for example.
Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
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