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Returning 24 results for 'before blinded diffusing coming revive'.
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Spells
Player’s Handbook
With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died.
The creature returns to life with all its
Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead
Spells
Player’s Handbook
With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died.
The creature returns to life with 1 Hit Point. This spell also
integral for its 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 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
","rollDamageType":"necrotic"} necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its
Teleport action.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained
Monsters
Mordenkainen Presents: Monsters of the Multiverse
poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. Zariel casts one of
dangerous.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died. The creature returns to life with all its Hit Points. This spell also
neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died. The creature returns to life with all its Hit Points. This spell also
neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons
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->D&D Beyond Basic Rules
touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons
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->Monster Manual (2014)
branches twist together to form a humanoid-looking body with a head and limbs. Twig blights seek out campsites and watering holes, rooting there to set up ambushes for potential victims coming to drink
)
WIS
8 (−1)
CHA
3 (−4)
Skills Stealth +3
Damage Vulnerabilities fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ability Score Mod Save
Int 1 −5 −5
Wis 6 −2 −2
Cha 2 −4 −4
Skills Stealth +2
Resistances Acid, Cold, Fire
Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened
to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the Mending
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
moans coming from the burned victims chained to the stronghold’s wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by
feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and
Compendium
- Sources->Dungeons & Dragons->Divine Contention
face the wall if he knows he has guests coming. B10. Laboratory The laboratory is crammed with tables bearing alchemical gear. Bottles of rare ingredients line the walls, alongside strange trinkets and
ceiling. This effect lasts for 1d3 rounds.
6-9 Flashbang. All creatures within 10 feet of the character must make a DC 12 Constitution saving throw. On a failed save, they are blinded and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. Zariel casts one
damage.
Zariel’s Lair Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold’s
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
Languages Common, Draconic
Challenge 1 (200
can be heard coming from all directions within 6 miles of the lair. Subterranean beasts within 1 mile of the ancient deep crow’s lair serve as the creature’s eyes and ears, alerting it to the presence
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
attic is stuffy, dimly lit, and covered in a fine layer of dust. A character who has a passive Wisdom (Perception) score of 13 or higher notices light coming through the floorboards above area M13. The
, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 7
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a DC 20 Constitution saving throw. On a failed save, the creature is blinded. The blindness lasts until the creature receives a lesser restoration spell or similar magic. Once an exemplar of courage
tunnel at the bottom of the pit in area 23b leads south before coming to a dead end. The floor of the tunnel is covered with bones, bits of adventuring gear, and other debris. At the end of the tunnel
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters take Minghee into their employ, Linene is heartbroken at first, but she soon sees the value in having her daughter working for an up-and-coming franchise. Opportunities might arise for the
little to no wealth coming into the exchange for months at a time. Unfortunately for Halia, the downturn in the mining industry was the least of her worries. The Manshoon sect of the Zhentarim saw an
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Con 16 +3 +3
Mod Save
Int 1 −5 −5
Wis 6 −2 −2
Cha 2 −4 −4
Skills Stealth +2
Resistances Acid, Cold, Fire
Immunities Blinded, Charmed, Deafened
cumulative −1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
(+1)
INT
12 (+1)
WIS
11 (+0)
CHA
14 (+2)
Skills Perception +4, Stealth +6
Damage Immunities lightning
Condition Immunities blinded, prone
Senses blindsight 60 ft. (blind beyond
!” “The one in the scarlet robe, Oshundo, is gathering forces to assault Talhundereth. I must warn the priests that the mind flayers are coming!”
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ability Score Mod Save
Int 1 −5 −5
Wis 6 −2 −2
Cha 2 −4 −4
Skills Stealth +2
Resistances Acid, Cold, Fire
Immunities Blinded, Charmed, Deafened, Exhaustion
cumulative −1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the next hour, you immediately revive as if by the Reincarnate spell.
69–72 You have the Frightened condition until the end of your next turn. The DM determines the source of your fear.
73
a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you has the Blinded condition until the end of its next turn.
85–88 Up to three creatures of your choice
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
which it was used to slay her. Not willing to destroy the weapon for fear of thwarting the first vision, she has kept the hilt hidden in an attempt to keep the second vision from coming to pass. Each
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages —
Challenge 13 (10,000 XP
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
is silent save for the sounds of music and voices coming from a colorful pavilion by the front gate.
This garden encompasses several other locations (areas P3 through area P8) and is lush with
, mountain dwarf commoner) hailing from the world of Oerth, is searching for his missing head, which was stolen. The magic that deprived Obal of his head left him blinded but, miraculously, he can hear
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
coming out of them. The other two hold armfuls of tiny crimson candles.
Thick creepers with broad leaves encroach on the kitchen through a partially open door in the middle of a concave wall. The
, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10






