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Returning 35 results for 'bad before dealing creatures restore'.
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bad before dwelling creatures restored
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Spells
Player’s Handbook
A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.
Net
Legacy
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Equipment
has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a
success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, bonus action, or reaction to
Magic Items
Dungeon Master’s Guide
This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the
ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.
After dealing its extra damage to a
Spells
Player’s Handbook
, its Hit Point maximum is half as much, and it can’t cast this spell.
The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The
simulacrum can’t gain levels, and it can’t take Short or Long Rests.
If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during
Spells
Player’s Handbook
This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an
. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Similar
Magic Items
Forgotten Realms: Adventures in Faerûn
number of creatures conducting the ritual. During the ritual, you and any assistants must work without interruption, resting no more than 8 hours per day. If you are a Dragon, the cost of supplies and
the ritual’s duration are halved.
When the ritual is complete, the tome explodes with violet light, dealing (12d6) Necrotic;{"diceNotation":"12d6", "rollType":"damage", "rollAction":" (Necrotic
Mass Heal
Legacy
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Spells
Basic Rules (2014)
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range
. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Monsters
The Wild Beyond the Witchlight
are captivated by music, though they can’t distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They
Gunpowder, Keg
Legacy
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Equipment
fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw
Gunpowder, Powder Horn
Legacy
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Equipment
fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw
Avatar of Death
Legacy
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Monsters
Dungeon Master’s Guide (2014)
Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal
spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Reaping Scythe","rollDamageType":"slashing"} slashing damage plus 4
Monsters
The Wild Beyond the Witchlight
distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will happily sing along, each in an obnoxiously nasal
of its turns, ending the effect on itself on a success.Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can’t
Gynosphinx
Legacy
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Monsters
Basic Rules (2014)
;s choice), but never any younger than 1 year old. A greater restoration spell can restore a creature’s age to normal.
The flow of time within the lair is altered such that everything within
moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by
Narzugon
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Diabolical Sense. The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures.
Infernal Tack. The narzugon wears spurs that are part of infernal tack, which allow
original body can restore it to life. Constructs and devils are immune to this effect.
Infernal Command. Each ally of the narzugon within 60 feet of it can't be charmed or frightened until the end of the
Monsters
Tales from the Yawning Portal
","rollDamageType":"acid"} acid damage. Any nonmagical weapon that hits the Ooze Master corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its
penalty drops to −5, the weapon is destroyed. Nonmagical ammunition that hits the Ooze Master is destroyed after dealing damage.
The Ooze Master can eat through 2-inch-thick, nonmagical wood or metal in
magic-items
This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the
ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.
After dealing its extra damage to a creature, the ammunition becomes nonmagical.
Cadaver Collector
Legacy
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Monsters
Mordenkainen’s Tome of Foes
back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Sweeping the Dead
creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time.
Constructed Nature. A cadaver collector
Poltergeist
Legacy
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Monsters
Monster Manual (2014)
Incorporeal Movement. The poltergeist can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction
path (+4;{"diceNotation":"1d20+4","rollType":"to hit"} to hit) and dealing 5 (2d4);{"diceNotation":"2d4","rollType":"damage","rollDamageType":"bludgeoning"} bludgeoning damage on a hit.Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
magic-items
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
magic-items
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
magic-items
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these