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Returning 35 results for 'bad behave diffusing condition resolves'.
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Spells
Player’s Handbook
You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you
make an attack roll, deal damage, or cast a spell.
As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is
Spells
Player’s Handbook
failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear
creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM
Monsters
Quests from the Infinite Staircase
damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn.Multiattack. The android makes two Force Strike attacks.
Force Strike. Melee or
prone condition.
Spellcasting (Diplomat and Medic Only). The android casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:
2/day each
Satyr
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mythic Odysseys of Theros
eccentricities. Some people spend too much time worrying over why satyrs behave as they do. But satyrs themselves simply are as they are, feeling no need to understand what drives them, much less explain it
amazing things ever. I want to pick them, wear them, and discover their silent secrets.
2
There isn’t a tree or statue that isn’t fun to climb.
3
Nothing wards off bad luck like a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mislead Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You gain the Invisible condition at the same time that an
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mislead Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You gain the Invisible condition at the same time that an
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mislead Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You gain the Invisible condition at the same time that an
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mislead Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You gain the Invisible condition at the same time that an
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mislead Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You gain the Invisible condition at the same time that an
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mislead Level 5 Illusion (Bard, Warlock, Wizard) Casting Time: Action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
You gain the Invisible condition at the same time that an
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
android’s critical faculties, causing it to behave erratically. Android Medium Construct, Typically Lawful Neutral
Armor Class 15 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft., fly 30 ft
, Perception +7
Damage Resistances acid, fire
Damage Immunities cold, poison
Condition Immunities exhaustion, poisoned
Senses blindsight 60 ft. (sentry only), darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
android’s critical faculties, causing it to behave erratically. Android Medium Construct, Typically Lawful Neutral
Armor Class 15 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft., fly 30 ft
, Perception +7
Damage Resistances acid, fire
Damage Immunities cold, poison
Condition Immunities exhaustion, poisoned
Senses blindsight 60 ft. (sentry only), darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
android’s critical faculties, causing it to behave erratically. Android Medium Construct, Typically Lawful Neutral
Armor Class 15 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft., fly 30 ft
, Perception +7
Damage Resistances acid, fire
Damage Immunities cold, poison
Condition Immunities exhaustion, poisoned
Senses blindsight 60 ft. (sentry only), darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
whip stands watch by the river while the others rest on pallets. All the kuo-toa are poisoned from eating bad fish.
Caltrops. Caltrops made of sharpened bones lie scattered along the river’s edge
poisoned its fish. Lacking an alternative food source, the kuo-toa have been eating the fish out of necessity, which has poisoned them. In their condition, the kuo-toa fight only in self-defense. If the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
whip stands watch by the river while the others rest on pallets. All the kuo-toa are poisoned from eating bad fish.
Caltrops. Caltrops made of sharpened bones lie scattered along the river’s edge
poisoned its fish. Lacking an alternative food source, the kuo-toa have been eating the fish out of necessity, which has poisoned them. In their condition, the kuo-toa fight only in self-defense. If the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
whip stands watch by the river while the others rest on pallets. All the kuo-toa are poisoned from eating bad fish.
Caltrops. Caltrops made of sharpened bones lie scattered along the river’s edge
poisoned its fish. Lacking an alternative food source, the kuo-toa have been eating the fish out of necessity, which has poisoned them. In their condition, the kuo-toa fight only in self-defense. If the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
seems like a transparently bad idea. What were those giants thinking?
—Bigby
And yet, can we fairly say that the existence of fensirs is “transparently bad”? Some might argue they are a
significant improvement over trolls. At the very least, the diversity of life in the multiverse increased, and new wonders were revealed. That’s only bad if you think a small universe that fits within your
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
seems like a transparently bad idea. What were those giants thinking?
—Bigby
And yet, can we fairly say that the existence of fensirs is “transparently bad”? Some might argue they are a
significant improvement over trolls. At the very least, the diversity of life in the multiverse increased, and new wonders were revealed. That’s only bad if you think a small universe that fits within your
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
seems like a transparently bad idea. What were those giants thinking?
—Bigby
And yet, can we fairly say that the existence of fensirs is “transparently bad”? Some might argue they are a
significant improvement over trolls. At the very least, the diversity of life in the multiverse increased, and new wonders were revealed. That’s only bad if you think a small universe that fits within your
Compendium
- Sources->Dungeons & Dragons->Monster Manual
manipulating factors to set fate on its proper course. Motivated by eternal mandates, couatls sometimes behave in inscrutable or antagonistic ways. They are inflexible and uncompromising, as their
Poisoned condition until the end of the couatl’s next turn.
Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5
Compendium
- Sources->Dungeons & Dragons->Monster Manual
manipulating factors to set fate on its proper course. Motivated by eternal mandates, couatls sometimes behave in inscrutable or antagonistic ways. They are inflexible and uncompromising, as their
Poisoned condition until the end of the couatl’s next turn.
Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the
(+0)
CHA
8 (−1)
Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for
the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another
Compendium
- Sources->Dungeons & Dragons->Monster Manual
manipulating factors to set fate on its proper course. Motivated by eternal mandates, couatls sometimes behave in inscrutable or antagonistic ways. They are inflexible and uncompromising, as their
Poisoned condition until the end of the couatl’s next turn.
Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for
the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the
(+0)
CHA
8 (−1)
Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for
the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
be back soon; the characters can wait in the yard until then. After advising the characters to behave themselves, the eagles take flight. Derwyth. In truth, Derwyth is disguised as a birch tree in the
center of the yard, watching how the characters behave. The “Trial of Trust” section later in this chapter details how the druid observes and interacts with the characters. Derwyth is a neutral good
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the
(+0)
CHA
8 (−1)
Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for
the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Vampirate Captain How a crew of vampirates conducts itself depends entirely on the mood and disposition of the captain. The crew of one ship might behave like a murderous mob, while another might
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages the languages it knew in life
Challenge
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Living Doll A living doll is easily mistaken for an inanimate doll or a stuffed animal until it moves. Trapped within each living doll is a mean spirit that encourages those around it to behave badly
)
WIS
10 (+0)
CHA
7 (–2)
Saving Throws Int +2, Wis +2, Cha +0
Damage Immunities poison
Condition Immunities paralyzed, petrified, poisoned
Senses darkvision 30 ft., passive
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for
the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for
the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Vampirate Captain How a crew of vampirates conducts itself depends entirely on the mood and disposition of the captain. The crew of one ship might behave like a murderous mob, while another might
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages the languages it knew in life
Challenge






