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Returning 35 results for 'bad being deals current returns'.
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Monsters
Monster Manual
returns to its true form. If it dies, it stays in its current form. The yuan-ti’s game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Monster Manual
: SuggestionPoisonShape-Shift. The yuan-ti shape-shifting;shape-shifts into a Medium snake or returns to its true form. If it dies, it stays in its current form. The yuan-ti’s game statistics are
Monsters
Monster Manual
snake or returns to its true form. If it dies, it stays in its current form. The yuan-ti’s game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn’t transformed.
Spells
Player’s Handbook
change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current
Monsters
Monster Manual
save DC 15):
At Will: Animal Friendship (snakes only)3/Day: SuggestionPoisonShape-Shift. The yuan-ti shape-shifting;shape-shifts into a Large snake or returns to its true form. If it dies, it stays in
its current form. The yuan-ti’s game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Monster Manual
magically returns to the nycaloth’s hand immediately after a ranged attack.Acid, PoisonCold, Fire, LightningShadowy Teleport. The nycaloth has the Invisible condition for 1 minute, and it teleports up
to 30 feet to an unoccupied space it can see. The condition ends early immediately after it deals damage.
Monsters
Monster Manual
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
water. Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the
Magic Items
Dungeon Master’s Guide
with it. The wand deals an extra 2d12 Necrotic damage on a hit.
Random Properties. The Wand of Orcus has the following random properties:
2 minor beneficial properties
1 major beneficial property
everything in the multiverse. The wand is cruel, nihilistic, and bereft of humor.
To further Orcus’s goals, the wand feigns devotion to its current user and makes grandiose promises that it has no
Monsters
Stranger Things: Welcome to the Hellfire Club
damage.
Invisibility. The imp has the Invisible condition for 1 minute. This effect ends early immediately after the imp makes an attack roll or deals damage, or if the imp has the Incapacitated
condition.
Shape-Shift. The imp Shape-shifting;shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game
Monsters
Astarion's Book of Hungers
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the
Control Weather
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes
1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the
Monsters
The Wild Beyond the Witchlight
Hourglass Coven. Better known as Granny Nightshade, she offers her assistance to those who are haunted by regret. Her deals often result in cruel twists; for example, a petitioner who asks to be reunited
.
Personality Trait. “When dealing with outsiders, I present myself as a kindly old grandmother.”
Ideal. “Children are better off working for me than picking up lots of bad habits
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hag. Over time, “Granny” or “Grampy” convinces the child that it’s okay to do bad deeds—starting with breaking things or wandering without permission, then
tokens at any distance (no action required), whereupon the token retains its current form but loses its magic.Cold
Sword Wraith Commander
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Martial Fury. As a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Martial Fury","rollDamageType
":"piercing"} piercing damage.
Call to Honor (1/Day). To use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage
Monsters
Baldur’s Gate: Descent into Avernus
damage she deals on ranged attacks made with daggers (already factored into her attacks).Multiattack. Nine-Fingers attacks three times with her daggers.
Dagger. Melee or Ranged Weapon Attack: +7
be able to see the attacker.The current leader of the Guild, Nine-Fingers Keene, disdains flashy garb and illusion magic. She appears to the world as she is: an unassuming woman of middling age and
Kraken
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. The kraken deals double damage to objects and structures.Multiattack. The kraken makes three tentacle attacks
current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.A Kraken’s Lair
A kraken lives in dark depths, usually a sunken rift or a cavern filled with
Monsters
Waterdeep: Dragon Heist
if he fails.
Sneak Attack. Once per turn, Urstul deals an extra 14 (4d6);{"diceNotation":"4d6","rollType":"roll","rollAction":"Sneak Attack"} damage when he hits a target with a weapon attack and has
takes his orders from Manshoon's current Manshoon's Simulacrum;simulacrum, which comes and goes from House Gralhund by way of a teleportation circle (connected to the circle in Kolat Towers).
Urstul is a
Monsters
The Wild Beyond the Witchlight
size and never turn down a good meal.Move Soul Light. The brigganock moves its soul light up to 30 feet in any direction to an unoccupied space it can see. At the end of the current turn, the light returns to the brigganock.
Magic Items
Princes of the Apocalypse
the end of its next turn. On a miss, the boomerang returns to the thrower’s hand.
Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and
javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until
Monsters
Storm King's Thunder
feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. Slarkrethel deals double damage to objects and structures.
Legendary Resistance (3/Day). If Slarkrethel fails
);{"diceNotation":"3d10","rollType":"damage","rollAction":"Ink Cloud","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the
Monsters
Guildmasters’ Guide to Ravnica
medusa has advantage on attack rolls against any creature that is surprised, and it deals an extra 10 (3d6);{"diceNotation":"3d6","rollType":"roll","rollAction":"Surprise Attack"} damage each time it hits
dreams of one day reclaiming control of the Golgari Swarm, or at least causing pain to its current guildmaster, Jarad Vod Savo (whose own sister displaced the medusas from their position).
monsters
Speed increase to 30 feet.Extra Damage. The plasmid’s Vicious Pseudopod deals an extra (1d6) Acid;{"diceNotation":"1d6", "rollType":"damage", "rollAction":" (Acid)", "rollDamageType":"Acid
while retaining its game statistics, or it returns to its true amorphous form. Any equipment it is wearing or carrying isn’t transformed.
Magic Items
Eberron: Rising from the Last War
the prosthetic, and it removes itself if your attunement to it ends. It can’t be removed against your will.
The prosthetic is a magic melee weapon with which you’re proficient. It deals
1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches.
Monsters
Mythic Odysseys of Theros
Weapons. The colossus's weapon attacks are magical.
Siege Monster. The colossus deals double damage to objects and structures.Multiattack. The colossus of Akros makes two melee attacks.
Spear. Melee
damage if used with two hands to make a melee attack. If the colossus makes a ranged attack with this spear, the spear magically returns to its hand after the attack.
Sword. Melee Weapon Attack: +16
magic-items
.
Suneater Flesh. The first attack you make each turn that hits deals 2 bonus radiant damage.
Blood (Any). The first time each turn that you hit a creature whose type matches the creature type of the
blood you consumed, the attack deals 1d6 bonus damage to the target. The damage is of the same type as the attack.
Egg (Any). Your body undergoes interesting morphological changes.
Creature
Monsters
Icewind Dale: Rime of the Frostmaiden
Aura deals an extra 10 cold damage until the end of her next turn.
Blinding Gleam (Costs 2 Actions). Auril’s form flares with a blue light. Each creature that can see Auril and is within 10 feet
invincible while underestimating her mortal enemies, even in her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her
magic-items
determined by rarity).
Suneater Flesh. The first attack you make each turn that hits deals bonus radiant damage (determined by rarity).
Blood (Any). The first time each turn that you hit a creature
whose type matches the creature type of the blood you consumed, the attack deals bonus damage (determined by rarity) to the target. The damage is of the same type as the attack.
Egg (Any). Your body
magic-items
.
Suneater Flesh. The first attack you make each turn that hits deals 4 bonus radiant damage.
Blood (Any). The first time each turn that you hit a creature whose type matches the creature type of the
blood you consumed, the attack deals 1d10 bonus damage to the target. The damage is of the same type as the attack.
Egg (Any). Your body undergoes interesting morphological changes.
Creature
magic-items
.
Suneater Flesh. The first attack you make each turn that hits deals 1 bonus radiant damage.
Blood (Any). The first time each turn that you hit a creature whose type matches the creature type of the
blood you consumed, the attack deals 1d4 bonus damage to the target. The damage is of the same type as the attack.
Egg (Any). Your body undergoes interesting morphological changes.
Creature
magic-items
.
Suneater Flesh. The first attack you make each turn that hits deals 3 bonus radiant damage.
Blood (Any). The first time each turn that you hit a creature whose type matches the creature type of the
blood you consumed, the attack deals 1d8 bonus damage to the target. The damage is of the same type as the attack.
Egg (Any). Your body undergoes interesting morphological changes.
Creature
magic-items
number of temporary hit points equal to 2 + your Charisma modifier (minimum 1).
Construct Flesh. The first attack you make each turn that hits deals 2 bonus lightning damage.
Egg (Any). Your body
to make other attacks. Use the tentacle’s Strength modifier (+2) instead of your own when grappling with it.
Beast
Your morphology changes to adapt to the current environment. You have
magic-items
that hits a target deals an extra 3d4 necrotic damage.
Heart (Any). Eating the magical heart of a creature lets you detect the presence of other hearts of that creature type. You know the direction
temporary hit points (determined by rarity) at the start of each minute.
Plant
You are under the effects of the speak with plants spell.
Undead
Your maximum and current hit points increases
Storm Giant Quintessent
Legacy
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Monsters
Volo's Guide to Monsters
deals 19 (3d6 + 9);{"diceNotation":"3d6+9","rollType":"damage","rollAction":"Wind Javelin","rollDamageType":"piercing"} piercing damage to the target, striking unerringly. The javelin disappears after
be dispersed by wind.
The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must
magic-items
number of temporary hit points equal to 2 + your Charisma modifier (minimum 1).
Construct Flesh. The first attack you make each turn that hits deals 4 bonus lightning damage.
Egg (Any). Your body
to make other attacks. Use the tentacle’s Strength modifier (+0) instead of your own when grappling with it.
Beast
Your morphology changes to adapt to the current environment. You have
magic-items
number of temporary hit points equal to 2 + your Charisma modifier (minimum 1).
Construct Flesh. The first attack you make each turn that hits deals 3 bonus lightning damage.
Egg (Any). Your body
to make other attacks. Use the tentacle’s Strength modifier (+4) instead of your own when grappling with it.
Beast
Your morphology changes to adapt to the current environment. You have