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Returning 35 results for 'before blocking deafened continual return'.
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before blocking defend continues return
before blocking deepened continue reborn
before blocking defend continue return
before blocking deepened continued reborn
before blocking defend continue reborn
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.
Divine Word
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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
Beast Sense
Legacy
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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.
Androsphinx
Legacy
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Monsters
Basic Rules (2014)
Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns
immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time.
The sphinx shifts itself and up to seven other
Monsters
Mordenkainen Presents: Monsters of the Multiverse
saving throw or be deafened until the end of its next turn.
Fog. The giant creates a 20-foot-radius sphere of fog (or murky water if within water) centered on a point anywhere in its lair. The sphere
their banks; snow, dust, or sand forms deep drifts or dunes.
Lightning. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.
Winds. High wind blows within
Storm Giant Quintessent
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Monsters
Volo's Guide to Monsters
creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn.
The giant creates a 20-foot-radius sphere of fog (or murky water
, dust, or sand form deep drifts or dunes.
Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.
If the giant dies, the lightning, thunder, and high wind
Monsters
Mordenkainen Presents: Monsters of the Multiverse
sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely, though; they demand a service or a treasure in return for the flesh
back, granting it a flying speed of 30 feet.
31–35
The target’s ears tear free from its head and scurry away; the target is deafened.
36–40
Two of the target’s teeth
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->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.
Orc
Legacy
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Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
authority and cause the tribe to collapse into chaos, with the survivors scattering either to join new tribes or to strike out on their own. At the other extreme, warriors that return home with a heavily
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to 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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to 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
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.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. More Scrap Iron Light. Mounted to the diagonal walls at this intersection are four iron torch brackets with continual flame spells cast on them.
Scrap Iron. Heaped in the middle of the
. Whenever the characters leave this area and return, there is a 20 percent chance that Hrossk, the fire giant metalsmith in area 11, is here to collect a choice piece of scrap iron and bring it to area 12 to be melted down and recast.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
death, her unseen servants persisted, waiting for her to return. Midna Tauberth, one of the Fine Fellows of Daggerford, recently intruded upon this hall and is using it as a rest area. 11a. Hall of
exploding out of a spellbook and changing a wizard into a gibbering mouther. 11b. Master of the Unseen Flickering torchlight created by continual flame spells spills out of this room into the hall. The 15
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Since the return of the svirfneblin to Blingdenstone, the deep gnomes have studiously avoided sections of the old city that Ogrémoch’s Bane and Neheedra inhabit, blocking it off from the rest of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Wind Tunnel Carved birds soar across the walls of this corridor. Blocking the passage near its northern end is a large adamantine propeller with five sharp blades.
With a successful DC 15
is ejected north of the propeller. If the propeller is jammed for 3 consecutive rounds, it breaks down and becomes nonfunctional. At dawn the next day, Withers sends tomb dwarves to repair the damage and return the trap to its operational state.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
clear the debris blocking the way into the domains of the Pudding King. The Goldwhisker Clan Chipgrin doesn’t know about the Pudding King’s deal with Juiblex, but he knows the Pudding King can command the
Neverlight Grove. If the characters have already been in Neverlight Grove and witnessed the horror of Zuggtmoy, they can discard this idea or brave a stealthy return to the corrupted myconid haven
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
, and one of those ships is mine. Pity I can’t reach it. Would you be good enough to help me? I promise to return the favor.”
Captain Elaina Sartell, a chaotic good bandit captain, commands the
ten thugs blocking her path work for him. Traevus and his thugs are indifferent toward the party but turn hostile if the characters try to force their way onto the Moondancer with Captain Sartell in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
glass lanterns with continual flame spells cast on them.
Wounded Githyanki. Four githyanki warriors are recovering from wounds inflicted on them by the mind flayers’ thralls. Each has 30 hit points
out through small holes inside. The water is cool and clean, and serves the githyanki as a source of fresh water. 7c. Knights’ Quarters Light. Resting on the floor is a glass lantern with a continual
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
green devil’s face, its flared nostrils set just above the putrescent mass. A sconce above the face holds a flickering torch.
The torch burns with a continual flame spell, illuminating the humanoid
with whatever they are wearing or carrying. The lever then resets. If the characters return to this room at a later time, the effects of the levers are reversed.
Kobold
Legacy
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Species
Volo's Guide to Monsters
responsible for blocking tunnels to deter pursuit.
Kobolds feel a cool affinity or something like kinship for other members of their tribe, but they are rarely affectionate with each other. Two kobolds
protection from invaders and in return providing services such as excavating new living spaces and disposing of trash. If it’s unlucky, the tribe is enslaved by the other humanoids, and the kobolds
Compendium
- Sources->Dungeons & Dragons->Monster Manual
−4 Wis 13 +1 +1 Cha 6 −2 −2
Skills Perception +5, Stealth +4
Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious
Senses Darkvision 120 ft.; Passive Perception 15
, it is subjected to the following effect. Constitution Saving Throw: DC 12. First Failure: The target has the Poisoned condition. While Poisoned, the target’s Hit Point maximum doesn’t return to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
foes, at which point the deep friendships between them forge the kind of fighting force needed to overthrow tyranny and eradicate evil. Harper scouts engaged in charting and blocking off Underdark
their return from the Underdark. If a character obtains Zelraun’s shield guardian and control amulet, photocopy the Shield Guardian stat card at the end of this chapter and give it to the player whose
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
and its accompanying effect. Once a train leaves a plane, it doesn’t return to that plane for the rest of the adventure. Planar Effects d6 Plane and Effect 1 Acheron. The train flies over a vast
deafened. Outside the train, bright light becomes dim light, and dim light becomes darkness. 6 Ysgard. Silent, spectral warriors from Valhalla fly around the train on ghostly chariots pulled by ghostly steeds. Any creature aboard the train that would be reduced to 0 hit points drops to 1 hit point instead.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Spellcasting Hall This room has a vaulted ceiling 30 feet high. It is lit by continual flame spells cast on stone wall sconces shaped like fiendish claws. The walls, floor, and ceiling are
archmages have reverted to statues. The statues return to their alcoves, revert to their inanimate forms, and regain all their hit points if, when their turn comes up, no other creatures remain in the room
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
feet ahead of you, blocking the path. Each has several black-feathered arrows sticking out of it. The woods press close to the trail here, with a steep embankment and dense thickets on either side.
If
Barthen’s Provisions, return to the ambush site, and find the goblins’ trail. The characters might capture one or more goblins by knocking them unconscious instead of killing them. A character can use
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fieldstones. The ceilings are corbeled fieldstone 10 feet high and supported by carved stone pillars. Motes of continual flame light the passage and chambers. The flames produce no heat. They’re Wiggan’s
. The Chieftain’s Return After the characters have a minute to look around, read the following: The temperature drops further, and with a crackling sound, frost coats the entire chamber. Flames on the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, Yantha lied to Krimgol and told him the gem was worthless. She offered a lump of gold in exchange, whereupon Krimgol suspected treachery and demanded the gem’s immediate return. While Krimgol and
, which she, in her madness, mistook as a payment from the drow enclave to assassinate Lorthuun, a maimed beholder allied with the Zhentarim. Yantha’s theft of the gem led Krimgol to leave and return with
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
creature that eats a cherry from one of these trees is cured of all magical contagions, and the following conditions end on the creature: Blinded, Deafened, Paralyzed, and Poisoned. A creature can be
“Nature Lovers”) and regrows in 2d4 days if Zumzn removes it willingly. The whole fruit is required to make the concoction that will return Xabazhut to his slumber. G25: Everflowing Springs Dyson Logos
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
into the unicorn Elidon, who appears at full health. Elidon is happy to repay the characters for their heroism but is equally eager to return to his mate, Lamorna (see “Wayward Pool” earlier in the
Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
-stained lanterns with continual flame spells cast inside them. Half-drunk flagons of flat mushroom beer rest on the bar and on the tables, abandoned by patrons in their haste to evacuate Little Lockford
, and green copper. Its heavy iron gauntlets are clenched into fists, and the ominous helm that forms its head turns slowly from side to side.
Shield Guardian. The construct blocking passage into
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
placed to be phosphorescent mushrooms.
The lights are proper lamps flanking two massive stone gates blocking the tunnel. Before you get a chance to examine the intricate carvings on the gates
gate are escorted to the Darklake District by four duergar guards, two of whom are invisible. Once the party reaches the edge of the district, the guards leave and return to the posts. BUPPIDO'S
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
damage and is deafened for 1 minute. On a success, the creature takes half damage and isn’t deafened. Lightning. Lightning momentarily fills the chasm. Each creature in the chasm must make a DC 15
the prisoners. If they spot the characters, the two women warn characters of the “invisible demons” that guard them. Light. Two braziers light this area with continual flame spells. Prisoners. Two
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn. Fog. The giant creates a 20-foot-radius sphere of fog (or murky water if within
rivers and streams to fill or overflow their banks; snow, dust, or sand forms deep drifts or dunes. Lightning. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of






