Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bard bat diffusing container reduced'.
Other Suggestions:
bards bat diffusing contain reduced
bard bat diffusing contain reduced
bards bat diffusing container reduced
back bat diffusing container reduced
bards bat diffusing contained reduced
Monsters
Monster Manual
DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained
equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire’s control.Legendary Action Uses: 3 (4 in Lair
Monsters
Waterdeep: Dragon Heist
(spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following bard spells prepared:
Cantrips (at will): friends, mage
blank. The creature is friendly toward Kalain and hostile toward all others. It rolls initiative to determine when it acts. It disappears after 1 minute, when it is reduced to 0 hit points, or when Kalain
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the
target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature
Vampire
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form
damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the
).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Grolantor. When the cradle drops to 0 hit points, its body crumbles to dirt and moss. The scion instantly appears in the space the
everything within reach to satiate its hunger. Its powerful lungs can suck food straight into its gullet. The scion uses a great tree to bat foes far into the distance.
Regional Effects
The region
Monsters
Waterdeep: Dungeon of the Mad Mage
Shapechanger. If Zorak isn't in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form.
While in bat form, Zorak can't
":"1d8+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, Zorak can grapple the target (escape DC 18).
Bite. (Bat or Vampire
Monsters
Tales from the Yawning Portal
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft
control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and
Monsters
Vecna: Eve of Ruin
Legendary Resistance (3/Day). If Strahd fails a saving throw, he can choose to succeed instead.
Master of the House. When Strahd is reduced to 0 hit points, he dissolves into mist and immediately
itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is reduced to 0 hit points, is on a different plane of existence than the target, or uses a bonus action to end the effect
Monsters
Waterdeep: Dungeon of the Mad Mage
Shapechanger. If Keresta isn't in sunlight or running water, she can use her action to polymorph into a Tiny bat or a Medium cloud of mist, or back into her true form.
While in bat form, Keresta
. (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by Keresta
Monsters
Curse of Strahd
Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in
bat or wolf form, Strahd can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in the
(Recharges after a Short or Long Rest). If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point.
Aura
Monsters
Icewind Dale: Rime of the Frostmaiden
wearing perfume or carrying an open container of it.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the
"} piercing damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Bite","rollDamageType":"necrotic"} necrotic damage. The target’s hit point maximum is reduced by an amount
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Thrym. When the cradle drops to 0 hit points, its body shatters into shards of ice. The scion instantly appears in the space the
", "rollType":"damage", "rollAction":"Freezing Breath", "rollDamageType":"cold"} cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, a creature takes half as
Monsters
Princes of the Apocalypse
of Imix, and disappear if Imix is reduced to 0 hit points.Imix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end
":"roll","rollAction":"Destruction Chance"} that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed.
Regional Effects
The region containing an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mage Hand Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mage Hand Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Mage Hand Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mage Hand Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mage Hand Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Mage Hand Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mage Hand Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Mage Hand Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mage Hand Conjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, respectively. Each lock has a creature molded in iron above it: a bat, snake, spider, or wolf, respectively. These locks can’t be picked. If anything other than the correct key is placed inside a lock
, creatures corresponding to the image above the lock (1d4 giant bats, 1d4 giant poisonous snakes, 1d4 giant wolf spiders, or 1d4 wolves) are summoned into the room. Each summoned creature is hostile and disappears after 10 minutes or when reduced to 0 hit points. These beasts can’t be charmed or frightened.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, respectively. Each lock has a creature molded in iron above it: a bat, snake, spider, or wolf, respectively. These locks can’t be picked. If anything other than the correct key is placed inside a lock
, creatures corresponding to the image above the lock (1d4 giant bats, 1d4 giant poisonous snakes, 1d4 giant wolf spiders, or 1d4 wolves) are summoned into the room. Each summoned creature is hostile and disappears after 10 minutes or when reduced to 0 hit points. These beasts can’t be charmed or frightened.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, respectively. Each lock has a creature molded in iron above it: a bat, snake, spider, or wolf, respectively. These locks can’t be picked. If anything other than the correct key is placed inside a lock
, creatures corresponding to the image above the lock (1d4 giant bats, 1d4 giant poisonous snakes, 1d4 giant wolf spiders, or 1d4 wolves) are summoned into the room. Each summoned creature is hostile and disappears after 10 minutes or when reduced to 0 hit points. These beasts can’t be charmed or frightened.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
item No Cloak of displacement Wondrous item Yes Cloak of the bat Wondrous item Yes Cube of force Wondrous item Yes Daern’s instant fortress Wondrous item No Dagger of venom Weapon No Dimensional
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
item No Cloak of displacement Wondrous item Yes Cloak of the bat Wondrous item Yes Cube of force Wondrous item Yes Daern’s instant fortress Wondrous item No Dagger of venom Weapon No Dimensional
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
item No Cloak of displacement Wondrous item Yes Cloak of the bat Wondrous item Yes Cube of force Wondrous item Yes Daern’s instant fortress Wondrous item No Dagger of venom Weapon No Dimensional
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
see the following: Bats. Two ordinary bats flap around the room. Each bat transforms into a nycaloth if it is reduced to 0 hit points or if the door to the room is opened.
Scroll. On the north wall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
see the following: Bats. Two ordinary bats flap around the room. Each bat transforms into a nycaloth if it is reduced to 0 hit points or if the door to the room is opened.
Scroll. On the north wall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
see the following: Bats. Two ordinary bats flap around the room. Each bat transforms into a nycaloth if it is reduced to 0 hit points or if the door to the room is opened.
Scroll. On the north wall
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Raise Dead Level 5 Necromancy (Bard, Cleric, Paladin) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 500+ GP, which the spell consumes)
Duration: Instantaneous
With a
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 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Raise Dead Level 5 Necromancy (Bard, Cleric, Paladin) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 500+ GP, which the spell consumes)
Duration: Instantaneous
With a
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 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.






