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  1. Phantasms are powerful, spectral undead creatures that resemble very large wraiths. They seek places defiled by death and destruction, such as crypts, battlefields and the lairs of other undead, though they favour the lairs of vampires, and wraiths, wights, and spectres tend to gather in and around the lairs of phantasms.

  2. On a failure, you create a phantasmal phenomenon that only the target can perceive for the duration, such as an object, creature, hazard, or other visible effect covering up to a 10-foot cube. The phantasm includes realistic sensory components like sound, temperature, and smell tailored exclusively to the victim.

  3. Casting Time: 1 action. Range: 60 feet. Components: V, S, M (a bit of fleece) Duration: Concentration, up to 1 minute. You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw.

  4. The Tall Man Creatures are peculiar insects that form out of the Tall Man's removed body parts. They are extremely resilient and like him, contain yellow blood. A Creature is first seen when Mike traps the Tall Man's hand between a heavy door in the Morningside mausoleum.

  5. 2 de jan. de 2024 · Phantasmal Force 5e. 2nd-level Illusion. Casting Time: 1 Action. Range: 60 feet. Components: V, S, M (A bit of fleece) Duration: Concentration, up to 1 minute. You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw.

  6. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC.