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Returning 35 results for 'based body diffusing checks radius'.
Spells
Player’s Handbook
You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed
save or half as much damage on a successful one.
On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as
Monsters
Monster Manual
Demonic Restoration. If the demon dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Incorporeal
", "rollDamageType":"Force"} Force damage if it ends its turn inside an object.
Light Sensitivity. While in Bright Light, the demon has Disadvantage on ability checks and attack rolls.Umbral Claw. Melee
Monsters
Monster Manual
, each creature in a 20-foot-radius Sphere centered on a point the necrohulk can see within 60 feet. Failure: 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Spore Bomb
damage only.Necrotic, PoisonAbsorb Body. Strength Saving Throw: DC 15, one Medium or Small creature the necrohulk can see within 5 feet. Failure: The target is pulled into the necrohulk’s space
Monsters
Monster Manual
Divine Awareness. The planetar knows if it hears a lie.
Exalted Restoration. If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all
", "rollDamageType":"Radiant"} Radiant damage.
Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6
Spells
Player’s Handbook
Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
The flames provide you with a warm shield or a chill shield, as
Spells
Player’s Handbook
A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Until the spell ends, you have Resistance to Radiant damage, and
Magic Items
Dungeon Master’s Guide
an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action
Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of
Spells
Player’s Handbook
You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of
your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear
Monsters
Monster Manual
. If the target is a Medium or smaller creature, it has the Prone condition. The target dies if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only
equipment behind.
Blinding Spittle (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Blinding Spittle"}. Dexterity Saving Throw: DC 10, each creature in a 10-foot-radius
Monsters
Monster Manual
Sunlight Sensitivity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls.Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any
rises 24 hours later as a Zombie under the wight’s control, unless the Humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at a time.PoisonNecrotic
Magic Items
Dungeon Master’s Guide
This rod has the following properties.
Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the
, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving
Monsters
Monster Manual
can’t use this trait if it has the Incapacitated condition.
Undead Restoration. If the death knight is destroyed before it atones for its evil, it gains a new body in 1d10;{"diceNotation":"1d10
", "rollType":"roll", "rollAction":"Undead Restoration"} days, reviving with all its Hit Points. The new body appears in a location significant to the death knight.Multiattack. The death knight makes
Monsters
Monster Manual
Elemental Restoration. If the djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction
has the Prone condition.
Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The
Spells
Player’s Handbook
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
damage on failed save or half as much damage on a successful one.
If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1
Spells
Player’s Handbook
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
Magic Items
Dungeon Master’s Guide
your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM’s control.
Eye of Vecna Spells
Spell
Charge Cost
minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
Magic Items
Dungeon Master’s Guide
a 10-foot radius and Dim Light for an additional 10 feet. You can dismiss or manifest the halo as a Bonus Action. While present, the halo gives you Advantage on Charisma (Persuasion) checks. In
Magic Items
Dungeon Master’s Guide
speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.
Swan Boat (Rare). You can take a Magic action to touch the token to a body of water at least 60 feet in diameter
60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Whip (Rare). You can take a Magic action to throw the token to a point within 10 feet of
Magic Items
Dungeon Master’s Guide
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
Spells
Player’s Handbook
also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10
Disadvantage on attack rolls and ability checks.
Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollType":"roll", "rollAction":"Spirit Gem"} days if her spirit gem is intact, reviving with all her Hit Points. The new body appears in an unoccupied space within her lair.Multiattack. Valindra makes
.
Thirst for Knowledge. Within 1 mile of the lair, creatures have Advantage on Intelligence checks made when they take the Study action.
If Valindra dies or moves her lair elsewhere, these effects end
Monsters
Forgotten Realms: Adventures in Faerûn
magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet. Ground in the Cylinder becomes Difficult Terrain. Each creature in the
Advantage on Charisma (Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the
Monsters
Forgotten Realms: Adventures in Faerûn
Spellcasting to cast Thunderwave (level 2 version).
Unearth Ruins. The dragon magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet
(Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition.
Time
Magic Items
Storm King's Thunder
.
Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can’t use it again until you
based on its form:
Cloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made
Staggering Smite
Legacy
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Spells
Player’s Handbook (2014)
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target
. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.
Contagion
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws
, and attack rolls that use Strength.
Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire. The creature’s
Monsters
Waterdeep: Dungeon of the Mad Mage
. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Deformed. It has advantage on Wisdom (Perception) checks, and on saving throws against being charmed
Duergar
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in
Young Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Fire
Azer
Legacy
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Monsters
Basic Rules (2014)
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Heated Body
","rollDamageType":"fire"} fire damage (included in the attack).
Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.Warhammer. Melee Weapon Attack: +5
magic-items
ectoplasmic shadow that surrounds your body and conceals you from prying eyes. While the shadow is active, Wisdom (Perception) checks made to see you have Disadvantage, and you have Advantage on Dexterity
(Stealth) checks made to Hide.
In addition, when you are hit by an attack, you can take a Reaction to expend one Hit Point Dice;Hit Die to shield yourself. Roll the die and add the result to your Armor
Spells
Xanathar's Guide to Everything
Tree.
Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
Your walking speed increases by 10 feet.
You gain darkvision with a range
of 120 feet.
You make Strength-based attack rolls with advantage.
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree. Your skin appears barky, leaves sprout from your
Gold Dragon Wyrmling
Legacy
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Monsters
Basic Rules (2014)
Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Fire
Raise Dead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to
closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails
Fomorian
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws
, and attacks based on Strength or Dexterity.
The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.






