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Returning 35 results for 'back before dies checks returned'.
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Spells
Player’s Handbook
effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to
0–20
The target dies.
21–30
The target has the Blinded, Deafened, and Stunned conditions for 1 hour.
31–40
The target has the Blinded and Deafened conditions for 10 minutes.
41–50
The target has the Deafened condition for 1 minute.
Monsters
Monster Manual
Demonic Restoration. If the demon dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Incorporeal
", "rollDamageType":"Force"} Force damage if it ends its turn inside an object.
Light Sensitivity. While in Bright Light, the demon has Disadvantage on ability checks and attack rolls.Umbral Claw. Melee
Monsters
Monster Manual
Bright Light instead create Dim Light, and creatures there have Advantage on Dexterity (Stealth) checks.
If the dragon dies or moves its lair elsewhere, these effects end immediately.NecroticShadow Stealth. While in Dim Light or Darkness, the dragon takes the Hide action.
, the dragon has Resistance to damage that isn’t Force, Psychic, or Radiant.
Sunlight Sensitivity. While in sunlight, the dragon has Disadvantage on ability checks and attack rolls.Multiattack
Magic Items
Dungeon Master’s Guide
.
Acrobatic Assist (Quarterstaff and 10-Foot Pole Forms Only). While holding this weapon, you have Advantage on Dexterity (Acrobatics) checks.
Attack Deflection (Quarterstaff Form Only). When you are hit by
long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Monsters
Monster Manual
Bright Light instead create Dim Light, and creatures there have Advantage on Dexterity (Stealth) checks.
If the dragon dies or moves its lair elsewhere, these effects end immediately.NecroticShadow Stealth. While in Dim Light or Darkness, the dragon takes the Hide action.
, the dragon has Resistance to damage that isn’t Force, Psychic, or Radiant.
Sunlight Sensitivity. While in sunlight, the dragon has Disadvantage on ability checks and attack rolls.Multiattack
Magic Items
Dungeon Master’s Guide
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
. Whelm has ties to the dwarf clan that created it, called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. Whelm’s purpose is to protect dwarves. Conflict arises if the
Monsters
Monster Manual
Demonic Restoration. If the yochlol dies outside the Abyss, its body dissolves, and it gains a new body instantly, reviving with all its Hit Points in the Abyss.
Magic Resistance. The yochlol has
-Shift. The yochlol shape-shifting;shape-shifts into a Medium Humanoid or a Medium spider or back into its true form. Its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Monster Manual
sunlight, the dragon has Disadvantage on ability checks and attack rolls.Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit
: Half damage. Failure or Success: A Humanoid reduced to 0 Hit Points by this damage dies, and a Shadow rises from its corpse. The shadow is under the dragon’s control and shares the dragon’s
Monsters
Monster Manual
spells and other magical effects.
Spiteful Escape. When the hag drops to 0 Hit Points, it dies only if it is within 30 feet of its anathema (a thing the DM chooses as the hag’s most hated thing
Escape"} days. When the hag teleports away, each creature within 60 feet of the space it left is cursed. Until the curse ends, a creature has Disadvantage on ability checks and saving throws, and the
Monsters
Eberron: Forge of the Artificer
and ability checks until the end of its next turn.
Longbow. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Longbow"}, range 150/600 ft. Hit: 17 (3d8 + 4
marks one creature it can see within 150 feet. The mark lasts for 1 hour, until the target dies, or until the hunter uses this Bonus Action again. While the target is marked in this way, the hunter has
Monsters
Forgotten Realms: Adventures in Faerûn
.
Thirst for Knowledge. Within 1 mile of the lair, creatures have Advantage on Intelligence checks made when they take the Study action.
If Valindra dies or moves her lair elsewhere, these effects end
ability as Spellcasting. The spell lasts until Valindra drops to 30 Hit Points or fewer or uses her Life-Rending Gaze Legendary Action. Intelligence (Investigation) checks made to discern her true appearance are made with Disadvantage.
Monsters
Forgotten Realms: Adventures in Faerûn
, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of the lair have Advantage on Charisma (Performance) checks that involve singing or playing music. Creatures other than the
dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
the lair have Advantage on Charisma (Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid
or end the Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
(Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition.
Time
Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
Advantage on Charisma (Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the
Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Mythic Odysseys of Theros
thoughts. Wisdom (Insight) checks to ascertain the Returned’s intentions or sincerity are made with disadvantage.Spear. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
work well together, sharing the unified goals of overcoming their foes and getting back to the task at hand.
Returned have escaped the Underworld and dwell among the living once more, but their
Monsters
Mythic Odysseys of Theros
throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
Fleeting Anger. If another creature deals damage to the Returned, the Returned makes attack rolls with advantage until the end of its next turn.
Turn Resistance. The Returned has advantage on saving
Monsters
Mythic Odysseys of Theros
thoughts. Wisdom (Insight) checks to ascertain the Returned’s intentions or sincerity are made with disadvantage.Scimitar. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
Turn Resistance. The Returned has advantage on saving throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its
Monsters
Mythic Odysseys of Theros
throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
Fleeting Anger. If another creature deals damage to the Returned, the Returned makes attack rolls with advantage until the end of its next turn.
Turn Resistance. The Returned has advantage on saving
Wererat
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Keen Smell. The wererat has advantage on Wisdom (Perception) checks that
Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the
Werebear
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Shapechanger. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size
and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell. The werebear has advantage on Wisdom (Perception
Monsters
Acquisitions Incorporated
walking back from the next world to this one. Each creature of his choice within 30 feet of him that can hear him must succeed on a DC 12 Wisdom saving throw or be stunned until the end of its next
staff. When that happens, the collateral damage sometimes inspires some collateral damage of its own. No one is entirely sure how many times Splugoth the Returned has actually returned from the dead
Mimic
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it
Resurrection
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal
. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this
Doppelganger
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form
. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised
Jackalwere
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Shapechanger. The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its
statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The jackalwere has advantage on
Barghest
Legacy
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Monsters
Volo's Guide to Monsters
Shapechanger. The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is
wearing or carrying isn't transformed. The barghest reverts to its true form if it dies.
Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide
Monsters
Candlekeep Mysteries
Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn
’t transformed. It reverts to its true form if it dies.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled
Werewolf
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that
Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same
Astral Projection
Legacy
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Spells
Basic Rules (2014)
ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.
If you are returned to
your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
Magic Items
Descent into the Lost Caverns of Tsojcanth
, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it
.
While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Magic Items
Ghosts of Saltmarsh
remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone’s magic, your next two ability checks are made with disadvantage.
Monsters
Curse of Strahd
different planes of existence. If the creature being tracked by Vladimir dies, Vladimir knows.Multiattack. Vladimir makes two fist attacks or two with his +2 greatsword.
Fist. Melee Weapon Attack: +7
tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of
Monsters
Out of the Abyss
same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on
Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the
Whelm
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
throws, and ability checks while you can see the daytime sky.
Thrown Weapon
Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon
attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the






