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Returning 35 results for 'been behave diffusing condition received'.
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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
Monsters
Curse of Strahd
are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill
creators to ride them, in which case they behave like typical brooms of flying. A broom of animated attack, however, can carry only half the weight that a broom of flying can.Poison, Psychic
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
Monsters
Vecna: Eve of Ruin
damage and has the stunned condition until the start of Tasha’s next turn. On a successful save, the target takes half as much damage only.
Spellcasting. Tasha casts one of the following
When Zybilna received Alustriel Silverhand’s summons to combat Vecna, the archfey was sorely needed in Prismeer. As a compromise, and to honor Tasha’s friendship with Alustriel, Zybilna
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->Descent into the Lost Caverns of Tsojcanth
+1 L14: Basilisk Den Defeated the basilisks +1 One or more characters gained the petrified condition −1 Recovered the treasure near the basilisk’s nest +1 L15: Rainbow Cavern Defeated Lludd the
or drink −1 Defeated Kashem the dao +2 Saw through Kashem’s illusions before she attacked +1 L18: Black-Water Lake Gathered all the garnets on the island +1 Received an insult from Iggwilv +1 Used
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
+1 L14: Basilisk Den Defeated the basilisks +1 One or more characters gained the petrified condition −1 Recovered the treasure near the basilisk’s nest +1 L15: Rainbow Cavern Defeated Lludd the
or drink −1 Defeated Kashem the dao +2 Saw through Kashem’s illusions before she attacked +1 L18: Black-Water Lake Gathered all the garnets on the island +1 Received an insult from Iggwilv +1 Used
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
+1 L14: Basilisk Den Defeated the basilisks +1 One or more characters gained the petrified condition −1 Recovered the treasure near the basilisk’s nest +1 L15: Rainbow Cavern Defeated Lludd the
or drink −1 Defeated Kashem the dao +2 Saw through Kashem’s illusions before she attacked +1 L18: Black-Water Lake Gathered all the garnets on the island +1 Received an insult from Iggwilv +1 Used
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->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->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->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->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->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->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->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->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->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->Monster Manual
small and slow. There they behave like contented wyrms, creating tiny lairs amid ancient trees and rugged cliffs. They fill these lairs with shiny rocks, colorful shells, and unattended treasures that
Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. While Poisoned, the target also has the Unconscious
Compendium
- Sources->Dungeons & Dragons->Monster Manual
small and slow. There they behave like contented wyrms, creating tiny lairs amid ancient trees and rugged cliffs. They fill these lairs with shiny rocks, colorful shells, and unattended treasures that
Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. While Poisoned, the target also has the Unconscious
Compendium
- Sources->Dungeons & Dragons->Monster Manual
small and slow. There they behave like contented wyrms, creating tiny lairs amid ancient trees and rugged cliffs. They fill these lairs with shiny rocks, colorful shells, and unattended treasures that
Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. While Poisoned, the target also has the Unconscious
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Quest: Chaos Unfurls Once Toryn learns the characters are adventurers, she tries to hire them. Read the following aloud: “I recently received a shipment of tempestuous magical scrolls. I need them
throw or take 1d4 Slashing damage. A character reduced to 0 Hit Points by a scroll has the Unconscious condition but is Stable. There are two scrolls for every player character in the party. As an
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Quest: Chaos Unfurls Once Toryn learns the characters are adventurers, she tries to hire them. Read the following aloud: “I recently received a shipment of tempestuous magical scrolls. I need them
throw or take 1d4 Slashing damage. A character reduced to 0 Hit Points by a scroll has the Unconscious condition but is Stable. There are two scrolls for every player character in the party. As an
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Quest: Chaos Unfurls Once Toryn learns the characters are adventurers, she tries to hire them. Read the following aloud: “I recently received a shipment of tempestuous magical scrolls. I need them
throw or take 1d4 Slashing damage. A character reduced to 0 Hit Points by a scroll has the Unconscious condition but is Stable. There are two scrolls for every player character in the party. As an
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Animated Objects Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability
Throws Con +9, Wis +0, Cha +0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone
Senses blindsight 120 ft






