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Returning 35 results for 'before been drops curse regains'.
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before been drops cause remains
Spells
Player’s Handbook
You place a curses;curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose
one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action
Monsters
Monster Manual
damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead
becomes a Werebear under the DM’s control and has 10 Hit Points. Success: The target is immune to this werebear’s curse for 24 hours.
Handaxe (Humanoid or Hybrid Form Only). Melee or Ranged
Monsters
Monster Manual
damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead
becomes a Wererat under the DM’s control and has 10 Hit Points. Success: The target is immune to this wererat’s curse for 24 hours.
Scratch. Melee Attack Roll: +5;{"diceNotation":"1d20+5
Monsters
Monster Manual
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
). Otherwise, the hag drops to 1 Hit Point and teleports to a harmless demiplane, and it can’t return to the plane it left for 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Spiteful
Monsters
Monster Manual
Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at
every 24 hours and doesn’t return to normal after finishing a Long Rest. If the curse reduces the target’s Hit Point maximum to 0, the curse ends, and instead of dying, the target
Monsters
Monster Manual
damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 13. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead
becomes a Weretiger under the DM’s control and has 10 Hit Points. Success: The target is immune to this weretiger’s curse for 24 hours.
Scratch. Melee Attack Roll: +5;{"diceNotation":"1d20+5
Monsters
Monster Manual
. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes
a Wereboar under the DM’s control and has 10 Hit Points. Success: The target is immune to this wereboar’s curse for 24 hours.
Javelin (Humanoid or Hybrid Form Only). Melee or Ranged
Monsters
Monster Manual
":"Piercing"} Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points
, it instead becomes a Werewolf under the DM’s control and has 10 Hit Points. Success: The target is immune to this werewolf’s curse for 24 hours.
Scratch. Melee Attack Roll: +5
Magic Items
Dungeon Master’s Guide
and disappears after 1 hour or when it drops to 0 Hit Points. The hat regains all expended charges daily at dawn.
Monsters
Monster Manual
Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at
is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed unawares, and a minuscule slaad egg is implanted in it. Removing the curse destroys the egg. Over
Monsters
Monster Manual
the aboleth’s turn. Failure: The target is cursed. Until the curse ends, the target’s skin becomes slimy, the target can breathe air and water, and it can’t regain Hit Points unless
it is underwater.
While the cursed creature is outside a body of water, the creature takes 6 (1d12);{"diceNotation":"1d12", "rollType":"damage", "rollAction":"Mucus Cloud Curse", "rollDamageType
Monsters
Monster Manual
Regeneration. The revenant regains 10 Hit Points at the start of each of its turns. If the revenant takes Fire or Radiant damage, this trait doesn’t function at the start of its next turn. Its
curses one creature it can see within 30 feet of itself. The revenant knows the distance to and direction of the cursed target, even if it is on a different plane of existence. The curse ends on the target if the revenant uses this Bonus Action on a different creature.
Monsters
Monster Manual
(spell save DC 16):
At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, TonguesLegendary Action
Uses: 3 (4 in Lair). Immediately after another creature’s turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of
Magic Items
Dungeon Master’s Guide
and 3d6 Poison damage.
The snake head can be attacked while it is animate. It has AC 15, HP 20, and Immunity to Poison and Psychic damage. If the head drops to 0 Hit Points, the staff is destroyed. As
long as it’s not destroyed, the staff regains all lost Hit Points when it reverts to its inanimate form.
Monsters
Monster Manual
, ResurrectionLegendary Action Uses: 3. Immediately after another creature’s turn, the solar can expend a use to take one of the following actions. The solar regains all expended uses at the start of
":"Radiant"} Radiant damage. Success: Half damage.Poison, RadiantDivine Aid (3/Day). The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Magic Items
Dungeon Master’s Guide
rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Magic Items
Dungeon Master’s Guide
a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1
Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Spells
Player’s Handbook
after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind
1 mile (works only with you)
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
, 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
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place
, after which it regains 1 Hit Point.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.Running Water. The
Spells
Player’s Handbook
Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies
spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.
Healing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell’s level.
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
. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.
Spells
Player’s Handbook
, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The
(Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.
Whispering Aura (Mind Flayer Only). At the start of each of the spirit’s turns, the spirit
Magic Items
Dungeon Master’s Guide
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoceros appears; on a 2, an Elephant appears; and on a 3–4, a Rat appears
Magic Items
Dungeon Master’s Guide
duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to
until 7 days have passed, when it regains all expended charges.
Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30
Magic Items
Dungeon Master’s Guide
Fates card can end this curse.
Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as
. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you
Monsters
Forgotten Realms: Adventures in Faerûn
following effect. Constitution Saving Throw: DC 16. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werewyvern under the DM’s control and has 20
Hit Points. Success: The target is immune to this werewyvern’s curse for 24 hours.Among the rarest of were-creatures, werewyverns change from their humanoid forms into lean wyverns or into
Monsters
Astarion's Book of Hungers
damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Immobile Restoration. If the vampire drops to 0 Hit Points while it doesn’t
have the Petrified condition, it turns to stone, regains 50 Hit Points, and has the Petrified condition for 1 hour.Multiattack. The vampire makes two Claw attacks and uses Bite or Guardian’s
Monsters
Astarion's Book of Hungers
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
, 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
Magic Items
Forgotten Realms: Adventures in Faerûn
temperature drops precipitously in a 20-foot Emanation originating from the crystal. Whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its
or half as much damage on a successful one.
Healing Ray. The target regains 2d6 + 2;{"diceNotation":"2d6 + 2", "rollType":"roll", "rollAction":""} Hit Points.
This property can’t be used again
Monsters
Forgotten Realms: Adventures in Faerûn
take one of the following actions. Valindra regains all expended uses at the start of each of her turns.
Disrupt Life. Constitution Saving Throw: DC 20, each creature that isn’t Undead in a 20
ability as Spellcasting. The spell lasts until Valindra drops to 30 Hit Points or fewer or uses her Life-Rending Gaze Legendary Action. Intelligence (Investigation) checks made to discern her true appearance are made with Disadvantage.
Hex
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability
when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.If the target drops to 0 hit points before this spell ends, you can use a bonus action on a
Monsters
The Book of Many Things
targeted by the Remove Curse spell or a similar effect. If the cursed target drops to 0 hit points, it becomes a werevulture under the DM’s control and regains 10 hit points.
Talon. Melee Weapon
Regeneration. The werevulture regains 10 hit points at the start of its turn. If the werevulture takes radiant damage, this trait doesn’t function at the start of the werevulture’s next
Spawn of Kyuss
Legacy
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Monsters
Volo's Guide to Monsters
-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the
Regeneration. The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or a body of running water. If the spawn takes acid, fire, or
Monsters
Tomb of Annihilation
False Appearance. While the creeper remains motionless, it is indistinguishable from an ordinary flowering vine.
Regeneration. The creeper regains 10 hit points at the start of its turn. If the
","rollAction":"Touch","rollDamageType":"psychic"} psychic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a yellow musk creeper bulb






