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Returning 35 results for 'before blinded drain container return'.
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Spells
Player’s Handbook
take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it
, the creature dies, and you make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.
If the
Spells
Player’s Handbook
its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell.
Divine Word Effects
Hit Points
Effect
0–20
The target dies.
21–30
The target has the Blinded, Deafened, and Stunned conditions for 1 hour.
31–40
The target has the Blinded and Deafened conditions for 10 minutes.
41–50
The target has the Deafened condition for 1 minute.
Monsters
Monster Manual
creature’s turn, the demilich can expend a use to take one of the following actions. The demilich regains all expended uses at the start of each of its turns.
Energy Drain. Constitution Saving
Throw: DC 19, one creature the demilich can see within 120 feet. Failure: The target’s Hit Point maximum decreases by 14 (4d6);{"diceNotation":"4d6", "rollType":"roll", "rollAction":"Energy Drain
Magic Jar
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
.
While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies
while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise
Monsters
Van Richten’s Guide to Ravenloft
instinctual hunger that drives it to undertake bloodthirsty rampages along with swarms of emboldened, bloodsucking pests.
Strigoi drain the blood, marrow, and soft tissues from their victims, leaving behind
nothing but empty husks. Due to the horrifying nature of their deaths, those slain by strigoi occasionally reanimate as boneless.
Many strigoi seek ways to return to their former existence while being
Beast Sense
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Divine Word
Legacy
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Spells
Basic Rules (2014)
Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
50 hit points or fewer: deafened for 1 minute
40 hit points or fewer: deafened and blinded for 10
minutes
30 hit points or fewer: blinded, deafened, and stunned for 1 hour
20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a
Demilich
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.
Life Drain. The demilich targets up to three creatures that it
can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Life Drain","rollDamageType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
doesn’t require air or sleep.Life Drain. The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (Undead and Constructs automatically succeed
), or it takes 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Life Drain", "rollDamageType":"necrotic"} necrotic damage, the mist regains 10 hit points, and the target’s
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
blinded until the end of the demilich’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich’s next turn.
Energy Drain (Costs 2
16 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.
Life Drain. The demilich targets up to three creatures that it
Monsters
Van Richten’s Guide to Ravenloft
dementia and death. The results were vampiric mind flayers, feral atrocities spawned from mind flayer tadpoles infected with vampirism. These specialized but flawed terrors serve a single purpose: to drain
the cerebral fluids from sapient minds. After doing so, they return to the Elder Brain of Bluetspur, which liquefies them into its pool and releases their stolen essences amid a hormone brine. This
Solar
Legacy
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Monsters
Basic Rules (2014)
against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
Healing Touch (4
. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.Necrotic, PoisonRadiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Star Spawn Larva Mage
Legacy
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Monsters
Mordenkainen’s Tome of Foes
: circle of death
Return to Worms. When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it
saving throw or take 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Plague of Worms","rollDamageType":"necrotic"} necrotic damage and be blinded and restrained by masses of swarming
Monsters
Mordenkainen's Fiendish Folio Volume 1
","rollDamageType":"radiant"} radiant damage and be blinded until the end of the blindheim's next turn. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw.These frog-like
travelers. They typically make a cautious approach to stronger creatures, speaking in halting, croaking Undercommon to offer their services in return for fresh food, metal weapons, and trinkets from
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Stronmaus. When the cradle drops to 0 hit points, its body bursts into light. The scion instantly appears in the space the cradle
causes mighty storms or fierce maelstroms. A scion’s slumber is filled with dreams ranging from inspiring visions of Annam’s return to melancholy prophecies of inevitable decline, from
Monsters
Planescape: Adventures in the Multiverse
liquefied demodand becomes enough liquid to fill a flask. A demodand’s liquefaction lasts until a shator uses an action to end it or a creature opens a container holding the liquid. While
there.
Demodands that manage to leave Carceri know they’re doomed to return; a demodand that dies outside Carceri re-forms there in a torturous process that takes 2d20;{"diceNotation":"2d20
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Skoraeus. When the cradle drops to 0 hit points, its body crumbles to dust. The scion instantly appears in the space the cradle
);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Crystal Flare", "rollDamageType":"radiant"} radiant damage and have the blinded condition until the end of the cradle’s next turn.
Stone Spikes
Monsters
Mythic Odysseys of Theros
","rollType":"damage","rollAction":"Radiant Rebirth","rollDamageType":"radiant"} radiant damage and is blinded until the start of the archon’s turn.Multiattack. The archon makes two attacks with its
makes a radiant spear attack, and then its mount can use its reaction to make a melee weapon attack.
Return to Nyx (Costs 3 Actions). The archon causes a corpse it can see within 30 feet of it to burst
Monsters
Curse of Strahd
on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Special Equipment
curtains of mist.
Blinded by Hatred. Vladimir hates Strahd but doesn't want to see the vampire given his final rest. Vladimir wants Strahd to suffer forever for the deaths of Godfrey and Argynvost, the
Monsters
Icewind Dale: Rime of the Frostmaiden
wearing perfume or carrying an open container of it.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the
normal vampires, gnoll vampires don’t have coffins where they rest, and they have no such places to return to when their corporeal bodies are destroyed. They are undeterred by running water, and
Monsters
Candlekeep Mysteries
, having long ago prepared a dragon’s corpse to house her spirit upon its return to the phylactery.Lair Actions. On initiative count 20 (losing initiative ties) whenever she is in the are V3
corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the
Monsters
The Wild Beyond the Witchlight
", "rollAction":"Sun Ray", "rollDamageType":"radiant"} radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of
moonlight. She wears a crescent moon mask and is one-half of an acrobatic duo called the Selenelion twins, alongside Glister, her sunny twin. Gleam wants to reunite with her twin and return to the
Monsters
Quests from the Infinite Staircase
Dimensionally Bound. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
senses, but it can’t move and it is Incapacitated. While possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the
catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while
you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while
you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
senses, but it can’t move and it is Incapacitated. While possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the
catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Return to Worms. When the mage is reduced to 0 hit points, it breaks apart into a swarm of insects (see the Monster Manual) in the same space. Unless the swarm is destroyed, the mage reforms from it
":"5d8", "rollType":"damage", "rollAction":"Plague of Worms", "rollDamageType":"necrotic"} necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points
or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
when this event might occur: 1d8 hours after the characters return to the Material Plane with the shard solitaire in their possession If the characters are trapped in area P20 with the Far Realm entity
item such as a bag of holding or Fifel’s haversack, the explosion is confined to that item’s extradimensional space, doing no harm to the container; a split second later, creatures released from the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
bloodthirsty rampages along with swarms of emboldened, bloodsucking pests. Strigoi drain the blood, marrow, and soft tissues from their victims, leaving behind nothing but empty husks. Due to the horrifying
nature of their deaths, those slain by strigoi occasionally reanimate as boneless (detailed earlier in this chapter). Many strigoi seek ways to return to their former existence while being compelled to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points
or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 17
Languages all
Challenge 9 (5,000 XP)
Gatekeeper’s
phylaskia can’t be surprised.
Actions
Multiattack. The phylaskia makes two longsword attacks and uses its Strength Drain once.
Longsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
absorb life through its tentacles, allowing it to drain the vitality out of any creature it touches. Warped by Chaos. When the daelkyr emerged from Xoriat to conquer Khorvaire, they captured and
13 (+1)
WIS
14 (+2)
CHA
11 (+0)
Skills Acrobatics +6, Perception +4, Stealth +6
Condition Immunities blinded
Senses blindsight 120 ft. (blind beyond this radius),
passive
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you
gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.






