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Returning 35 results for 'before becoming dies causing rest'.
Monsters
Monster Manual
’t use Bite, and if the frog dies, the swallowed target is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition.
At the end of the frog
’s next turn, the swallowed target takes 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Swallow", "rollDamageType":"Acid"} Acid damage. If that damage doesn’t kill it, the frog disgorges it, causing it to exit Prone.
Monsters
Monster Manual
Diabolical Restoration. If the erinyes dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest.Multiattack. The erinyes makes three Withering Sword attacks and can
Monsters
Monster Manual
Demonic Restoration. If the marilith 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.
Magic
ends.Parry. Trigger: The marilith is hit by a melee attack roll while holding a weapon. Response: The marilith adds 5 to its AC against that attack, possibly causing it to miss.PoisonCold, Fire
Monsters
Monster Manual
":"Necrotic"} Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point
maximum decreases by 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction":"Rotting Fist"} every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack
Magic Items
Dungeon Master’s Guide
As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your
for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Monsters
Monster Manual
maximum doesn’t return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction":"Rotting Fist"} every 24 hours
that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack.
Dreadful Glare. Wisdom Saving Throw: DC 11, one creature the mummy can see within 60 feet. Failure: The target
Monsters
Monster Manual
Succubus Form. When the incubus finishes a Long Rest, it can shape-shifting;shape-shift into a Succubus, using that stat block instead of this one. Any equipment it’s wearing or carrying isn
incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests.
Spellcasting. The incubus casts one of the following spells, requiring no Material components and using
Magic Items
Dungeon Master’s Guide
attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times
creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.
Magic Items
Dungeon Master’s Guide
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
Monsters
Monster Manual
’s permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment.
Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to
cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest.
Baleful Command (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Baleful Command
Monsters
Monster Manual
finishes a Long Rest outside that area.
Travel Ward. Creatures can’t use teleportation or planar travel to enter or exit the lair.
If the demilich dies or moves its lair elsewhere, these effects end immediately.Necrotic, Poison, PsychicBludgeoning, Piercing, Slashing
presence, creating the following effects:
Enervating Domain. Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1 mile of the lair, the creature must succeed on a
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Death Ray", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage. Failure or Success: The target dies if the ray reduces it to 0 Hit
within 1 mile of the lair feel as if they’re being watched. Any creature (excluding the beholder and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 13
Monsters
Monster Manual
throw or gain no benefit from that rest.
If the death tyrant dies or moves its lair elsewhere, these effects end immediately.PoisonNegative Energy Cone. The death tyrant’s central eye emits an
);{"diceNotation":"10d10", "rollType":"damage", "rollAction":"Death Ray", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage. Failure or Success: The target dies if the ray reduces it to 0
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify,Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
spells and other magical effects.
Spiteful Escape. When the hag drops to 0 Hit Points, it dies only if it is within 30 feet of its anathema (a thing the DM chooses as the hag’s most hated thing
Magic Items
Dungeon Master’s Guide
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest.
96-99
Monsters
Forgotten Realms: Adventures in Faerûn
creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of
finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the dragon’s lair grow faster and cover
Monsters
Forgotten Realms: Adventures in Faerûn
finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of finishing
that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the dragon’s lair grow faster and cover a
Monsters
Forgotten Realms: Adventures in Faerûn
Amphibious. Biha Babir can breathe air and water.
Elemental Restoration. If Biha Babir dies outside the Elemental Plane of Water, her body dissolves into brine, and she gains a new body in 1d4
typically presents as a marid crowned in coral, with her lower half lengthening into a sinewy, eel-like tail.
History
Before becoming ruler of Maran Saya, Biha Babir worked as a spy. She has
Monsters
Astarion's Book of Hungers
sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature
can’t spend Hit Point Dice at the end of the rest and doesn’t regain Hit Points, Hit Point Dice, or spell slots at the end of the rest.
Tenacious Lore. Within 1 mile of the lair, flame
Monsters
Forgotten Realms: Adventures in Faerûn
nonmagical means.
Restless Sleep. When a creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t
reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the
Monsters
Forgotten Realms: Adventures in Faerûn
’t be damaged by nonmagical means.
Restless Sleep. When a creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the
creature doesn’t reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
magic-items
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
magic-items
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
magic-items
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
magic-items
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
magic-items
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
magic-items
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
magic-items
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
magic-items
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
magic-items
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
magic-items
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
magic-items
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
magic-items
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
magic-items
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
magic-items
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you