The Enlarge/Reduce spell can make a creature one size category bigger.
Considering that two spell effects of the same nature cannot stack at the same place and time (you can’t cast two Enlarges on the same Medium target to make it Huge), is there another way (spell, item, etc.) to increase a target’s size category that could be stacked with the Enlarge effect in order to increase the target’s size category twice ?
I’m looking to play a ranger. The Hunter’s Mark spell says:
If the target drops to 0 hit points before this spell ends. you can use a bonus action on a subsequent turn of yours to mark a new creature.
Does that mean I can keep marking a new enemy each time the last one dies until the hour’s up?
In literature, many deities are seen to curse those that anger them.
In Pathfinder (Golarion) lore, are there instances of good-aligned god(s) enacting nasty curses (perhaps so nasty that it could be construed as evil) if angered enough?
My druid has the Wild Shape Focus spell, and one ability that it grants (via pest form) is “imprecise scent 30 ft.” I read through the relevant rules, and I’m not sure when this ability would be useful.
Imprecise Senses: Hearing is an imprecise sense– it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if it’s using Stealth or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the Seek basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn’t even know was there) merely hidden– it can’t make the creature observed.
Scent: Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
Most creatures can hear . It seems like the only advantage to having scent is that, in the unlikely scenario that someone is hiding from you in a noisy room, you have a second imprecise ability you can use to sense them– but common sense holds that, while you can try to hide your noise pretty easily, you cannot hope to hide your scent without specific gear or magical assistance. Is there any rules difference between hiding from a creature with scent and hiding from a creature with hearing?
The Homonculus is described as a Challenge Rating (CR) 0 creature with five hit points and a poison attack that if PCs fail a DC10 CON check by five causes unconsciousness for 1d10 minutes.
According to the MM (p.9):
A monster’s challenge rating tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one.
As we understand it, a CR1 creatures is considered an even match for four level 1 PCs. A CR 1/8 creature would need eight creatures to be an even match for level 1 PCs.
That math doesn’t seem to work out for CR0 creatures as it seems to imply an infinite number of creatures would be required to create an even match.
How does one calculate an even match with CR0 creatures? Given the Homonculi’s rather powerful poison attack, how many Homonculi would be an even match for a party of Level 1 PCs?
I looked at the proposed topics and, it seems, did not find similar to my question.
I understand that the challenge rating is the creature’s level of danger, and the more deadly it is, the higher the CR. But if you try to compare with real things… For example, what is the CR of the T-90 tank and how much this tank is more dangerous than a dragon. In the Bestiary you can find opponents from whom in life it would be necessary to run away as quickly as possible. Their description tells about their dangers, but their CR is only 1/2, which is the easiest test for even the weakest character.
It’s hard for me to ask the question correctly, but I would like to understand what exactly determines the danger of the creature. Can an ordinary mercenary have a high CR if he studied the art of war all his life or is this impossible in principle? What is the main and determining in the concept of Challenge Rating. Now I have a group of characters of the eighth level. In a human city, I have nothing to surprise them with. They are stronger than any guard, veteran or skilled warrior. But the main danger in the city of people is … people!
The term “soul”, despite being widely used, isn’t well defined in 5e. Do all living creatures have souls, or having a soul is a characteristic of specific types of creatures?
The only hint I’ve found so far is from the Mordenkainen’s Tome of Foes:
A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead.
Also inspired by this question: Where does an unaligned creature's soul go after death?
In the DMG section on “Bringing Back the Dead” (chapter 1, p. 24), it describes what happens when a creature dies:
When a creature dies, its soul departs its body, leaves the Material Plane, travels through the Astral Plane, and goes to abide on the plane where the creature’s deity resides. If the creature didn’t worship a deity, its soul departs to the plane corresponding to its alignment.
So what happens with the soul of something like a frog which is unaligned? Is there some plane corresponding to “unaligned”, like the Outlands which correspond to neutrality? Does the soul get “stuck” in the Astral Plane when it can’t go “to abide” elsewhere? Or do unaligned creatures somehow not have souls, or maybe they all worship a deity?
(Yes, I know a DM can build the cosmology of their multiverse however they want, and could make any reasonable decision here. I’m just curious if there is any “official” or published guidance.)
Arcana domain Clerics get a Channel Divinity option called Arcane Abjuration. Here’s the relevant part of the description:
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.
The spell description for banishment says:
If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.
It sounds like a creature below the CR threshold for Arcane Banishment is permanently returned to their home plane. However, the phrasing “banished for 1 minute” could be interpreted to say that after one minute they return.
Are creatures banished by Arcane Abjuration sent back to their home plane permanently, or only for one minute?
The Monster Manual says:
A spore servant is any Large or smaller creature brought back to life by the animating spores of a myconid sovereign. A creature that was never flesh and blood to begin with (such as a construct, elemental, ooze, plant, or undead) can’t be turned into a spore servant.
—Spore Servant Template, Monster Manual, pg. 230
Animating Spores (3/Day). The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant.
—Myconid Sovereign, Monster Manual, pg. 231
Which of these contradictory conditions are correct here?