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Returning 35 results for 'back being demonic channel rest'.
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back being demon channel rest
back being demons channel rest
Monsters
Monster Manual
within the mummy’s lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage except Fire.Multiattack. The mummy makes one Rotting Fist or Channel Negative Energy attack, and
":"Necrotic"} Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point
Spells
Player’s Handbook
Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. 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 D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Casting this spell to revive a
Spells
Player’s Handbook
integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
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
Incubus Form. When the succubus finishes a Long Rest, it can shape-shifting;shape-shift into an Incubus, using that stat block instead of this one.Multiattack. The succubus makes one Fiendish Touch
an amount equal to the damage taken.Cold, Fire, Poison, PsychicShape-Shift. The succubus shape-shifting;shape-shifts to resemble a Medium or Small Humanoid or back into its true form. Its game
Magic Items
Dungeon Master’s Guide
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
Magic Items
Dungeon Master’s Guide
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest.
96-99
Monsters
Icewind Dale: Rime of the Frostmaiden
, specifically ones suffused with demonic magic (see the sidebar on Chardalyn). This exposure has transformed them into fiends. They shed their heavier protective clothing and embrace the frigid cold, allowing
partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible.
A character who claims one or more of
Molydeus
Legacy
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Monsters
Mordenkainen’s Tome of Foes
weapon, one with its wolf bite, and one with its snakebite.
Demonic Weapon. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Demonic Weapon"} to hit, reach 15 ft., one
target. Hit: 20 (2d10 + 9);{"diceNotation":"2d10+9","rollType":"damage","rollAction":"Demonic Weapon","rollDamageType":"slashing"} slashing damage. If the target has at least one head and the molydeus
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.Multiattack. The molydeus makes one Demonic Weapon attack, one Snakebite attack, and one Wolf Bite attack.
Demonic Weapon. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType":"to hit
","rollAction":"Demonic Weapon"} to hit, reach 15 ft., one target. Hit: 35 (4d12 + 9);{"diceNotation":"4d12+9","rollType":"damage","rollAction":"Demonic Weapon","rollDamageType":"force"} force damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.Multiattack. The molydeus makes one Demonic Weapon attack, one Snakebite attack, and one Wolf Bite attack.
Demonic Weapon. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType":"to hit
","rollAction":"Demonic Weapon"} to hit, reach 15 ft., one target. Hit: 35 (4d12 + 9);{"diceNotation":"4d12+9","rollType":"damage","rollAction":"Demonic Weapon","rollDamageType":"force"} force damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
machine can psychically channel pain into power when attacked.
These machines are deployed to assist with construction projects and war. Some duergar bravely volunteer to become hybrids, while other
duergar are forced into the fusion by Underdark tyrants.
Unless incapacitated, the duergar inside a machine can extricate themself from it over the course of a short rest, completing the process at the rest’s end.Poison
Molydeus (Summoner Variant)
Legacy
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Monsters
Mordenkainen’s Tome of Foes
weapon, one with its wolf bite, and one with its snakebite.
Demonic Weapon. Melee Weapon Attack: +16;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Demonic Weapon"} to hit, reach 15 ft., one
target. Hit: 20 (2d10 + 9);{"diceNotation":"2d10+9","rollType":"damage","rollAction":"Demonic Weapon","rollDamageType":"slashing"} slashing damage. If the target has at least one head and the molydeus
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that can be fused with a duergar. Such a duergar-machine hybrid is fueled by the duergar’s psionic energy, and the duergar inside the machine can psychically channel pain into power when attacked
.
Unless incapacitated, the duergar inside a machine can extricate themself from it over the course of a short rest, completing the process at the rest’s end.Poison
Resurrection
Legacy
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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
Troglodyte
Legacy
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Monsters
Monster Manual (2014)
relying on constant raids and hunting to survive. They take sadistic pleasure in hunting intelligent creatures weaker than themselves and show no mercy toward those they capture and drag back to their
have such items. A troglodyte tribe might be torn apart by battles over a single longsword.
Devotees of Laogzed. Some troglodytes venerate Laogzed, a demonic, monstrously fat toad-lizard that slumbers
Cleric
Legacy
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Classes
Basic Rules (2014)
Channel Divinity (1/rest), Divine Domain Feature
3
3
—
—
—
—
—
—
—
—
3rd
+2
&mdash
;
—
—
—
6th
+3
Channel Divinity (2/rest), Divine Domain Feature
4
4
3
3
—
—
—
—
&mdash
Magic Items
Guildmasters’ Guide to Ravnica
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack
target now has fewer than 75 hit points, it must succeed on a DC 15 Constitution saving throw or die. If the target dies, you can’t use this property again until you finish a long rest.
Raise Dead
Legacy
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Spells
Basic Rules (2014)
.
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.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or Long Rest). Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened of the blackguard for 1 minute. If a frightened target ends its turn more than
", "rollAction":"Blackguard Accoutrements"}
Accoutrement
1
Armor etched with stylized depictions of gruesome battles
2
Helm wrought in the shape of a demonic boar
3
Helm wrought to
Monsters
The Book of Many Things
Demonic Ritual. Brusipha can spend 3 hours performing a ritual that summons 1d3 + 1 barlgura;barlguras or 1 hezrou. She must sacrifice a Medium or larger living creature to Baphomet during this
throw or be pushed up to 10 feet from Brusipha and have the prone condition.
Incite the Hunters (Recharges after a Short or Long Rest). Brusipha allows each ally within 30 feet of herself that has the
Healer
Legacy
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Feats
Player’s Handbook (2014)
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
When you use a healer's kit to stabilize a dying creature
creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Night Hag
Legacy
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Monsters
Basic Rules (2014)
polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true
circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5
Wereboar
Legacy
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Monsters
Basic Rules (2014)
Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same
damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less
Magic Items
Guildmasters’ Guide to Ravnica
successful one. Afterward, you can use an action to cause the weapon to reappear in your empty hand. You can’t cause it to explode again until you finish a short or long rest.
If you don’t
call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed.
Classes
Xanathar's Guide to Everything
. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the
2nd
Channel Divinity: Path to the Grave
6th
Sentinel at Death’s Door
8th
Potent Spellcasting
17th
Keeper of Souls
Monsters
Eberron: Rising from the Last War
Change Appearance. The changeling can use its action to polymorph into a Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any
","rollDamageType":"piercing"} piercing damage.
Unsettling Visage (Recharges after a Short or Long Rest). Each creature within 30 feet of the changeling must succeed on a DC 13 Wisdom saving throw or
Nabassu
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Demonic Shadows. The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can’t illuminate this area of dim light.
Devour Soul. A nabassu can eat the soul of a
":"Soul"} and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0
Monsters
Adventure Atlas: The Mortuary
apparitions and their ilk, exorcists channel the forces of death to preserve the living, commune with the dead, and drive evil spirits back to their graves. They can also fire versatile bolts of necrotic or
Monsters
Baldur’s Gate: Descent into Avernus
, Arkhan uses branding smite to channel the radiant power of Tiamat into his weapon attacks. If a fight turns against him, he uses the teleport power of the Hand of Vecna to return to his tower with as
many allies as possible. Should one or more of his comrades fall in battle, Arkhan uses revivify and raise dead spells to bring them back to life as soon as possible.
If Arkhan finds himself overwhelmed
Monsters
Mythic Odysseys of Theros
(Recharges after a Short or Long Rest). The shepherd pulls twisted souls from the Underworld; 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Herd the Underworld"} shadow;shadows (without
distant nightmarish planes. A pit fiend might be interpreted by Theros’s mortals as one of the Underworld’s countless demonic denizens, while a balor meeting a Theros demon on some other
Incubus
Legacy
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Monsters
Basic Rules (2014)
.
Shapechanger. 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
an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Etherealness. The fiend magically
Succubus
Legacy
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Monsters
Basic Rules (2014)
.
Shapechanger. 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
an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Etherealness. The fiend magically
Night Hag (Coven Variant)
Legacy
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Monsters
Monster Manual (2014)
humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Etherealness. The hag
, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10);{"diceNotation":"1d10","rollType






