When using the evocation wizard’s Sculpt Spells, can you protect fewer creatures than the maximum you are allowed?

The Evocation Wizard’s Sculpt Spell ability allows the wizard to protect some creatures from their own evocation spells:

When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their Saving Throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Does the number of chosen creatures need to be exactly equal to 1 + the spell’s level, or can it be lower?

For example, if an evocation wizard casts Fireball, can they choose 1, 2, or 3 creatures to be protected from the spell, or do they need to select either zero or exactly 4 creatures?

Can a monk using empty body deal full damage to incorporal creatures?


Empty Body (Su): A monk with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 3 points from the monk’s ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal.

Can a monk using empty body deal full damage to incorporal creatures like shadows (undead incorporeal) ?

If a creature spawns more creatures during the combat, how does it affect the challenge rating? [duplicate]

I’m trying to balance a combat encounter for my players (in this example 5th lvl, 10 characters). I want to use the Sword Wraith Commander (SWC) (MTF, p. 241). The SWC has a CR of 8 but with its call to honor ability, it can summon 1d4+1 sword wraith worriors (SWW) which have a CR of 3 each. One CR 8 monster is rated as a trivial combat encounter but adding five CR 3 monsters makes it deadly.

This raises the question: Is the ability to summon up to five CR 3 monsters included in the CR 8 rating (meaning the total combat with the SWC and up to 5 SWW has a CR of 8) or do we count the CR’s independently?

How can I design a magical weapon that grants an advantage against fire-base creatures without using water and choking effects?

The party I am DM’ing is going for an adventure to the Elemental Plane of Fire. I want to design a magical weapon that can grant an advantage against fire-based creatures. I see that Fire Elementals have Water Susceptibility (Cold Damage) but I have already house-ruled that elemental planes can not include magical effects of elements from other elemental planes, but just the spells that have elements of the current plane can be cast (as the plane purely consists of element of itself). For example, in the Elemental Plane of Air, not only Earth-based spells but all the spells are impeded, except air-based ones.

After I realized that I can’t use a magical weapon that has cold damage due to my house-rule, I wanted to give the weapon a "heavy smoke" effect to choke the fire, as I thought that fire can not live without oxygen. But this option conflicts with my house-rule, also I saw that the fire-based creatures any other fire source in the Elemental Plane of Fire don’t need air to live.

Now I have no idea how can I design a magical weapon that gives an advantage against fire-based creatures without cold damage and choking the fire via leaving without oxygen is not an option. I can not cancel my house-ruling because of the sake of my setting. I am open to any house ruling ideas beside the official ruling.

TLDR: as in title, how can I design a magical weapon that grants an advantage against fire-base creatures without using water and choking effects?

If the question shows up to be opinion-based, please accept my apologies.

Are creatures aware of the effect of Mirror of Life Trapping?

The Mirror of Life Trapping can trap creatures in it.

Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s twelve extradimensional cells.

Does the creature even know it’s making a save for something? If it doesn’t, then it’s likely my players will stand around for a while and I’ll call for multiple saves. Otherwise, they’ll probably look away very quickly.

Does Alarm caster know if alarm has been triggered by multiple creatures at the same time?

Scenario:

I know that Alarm has been cast on an area.

I become invisible and wait for another creature to approach the affected area.

At the exact moment this creature enters the affected area, I also enter (still invisible).

Would the caster of Alarm know that the Alarm had been triggered by two creatures, or would they only be aware that the Alarm had been triggered generally?

Can Legendary Actions be used after a dead creature’s turn?

If a monster has Legendary Actions, can it use one at the end of a dead creature’s turn? And would it matter if the dead creature is an ally of the monster or a PC?

Relevant section from the Monster Manual:

A legendary creature can take a certain number of special actions — called legendary actions — outside its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A legendary creature regains spent legendary actions at the start of its turn. It can forgo using them, and it can’t use them while incapacitated or otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat.

What creatures cannot be blinded?

Warlock with Beshadowed Blast can blind targets if target fails to make a DC check against 10 + Spell level (4) + Caster level

Beshadowed Blast indicates:

This eldritch essence invocation allows you to change your eldritch blast into a beshadowed blast. Any living creature struck by a beshadowed blast must succeed on a Fortitude save or be blinded for 1 round.

And blinded creatures are:

The character cannot see. He takes a –2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a –4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

What sort of creatures does not need to make this save since they can’t be blinded?

Can a Divination wizard in the Border Ethereal use the Portent feature to influence rolls of creatures on the Material Plane?

A particular School of Divination wizard is native to the Ethereal Plane (he was created by a wish spell replicating simulacrum cast on that plane).

While this wizard is in the Border Ethereal, can he use his Portent feature to affect the rolls of creatures on the Material Plane?