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Returning 34 results for 'before blocking deafened current replica'.
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Spells
Player’s Handbook
effect based on its current Hit Points, as shown in the Divine Word Effects 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
Divine Word
Legacy
This doesn't reflect the latest rules and lore.
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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
Monsters
Mordenkainen's Fiendish Folio Volume 1
. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their
monsters fall upon them.
Strange Escort. Certain Underdark explorers—judged inventive by some and lunatics by others—have learned to travel among the dire corbies. After blocking their ears to
Magic Items
Quests from the Infinite Staircase
location.
If you use a bonus action to speak the command word again, or if the snake is reduced to 0 hit points, the snake reverts to staff form in its current space.
Thunderclap. You point the
staff skyward, producing a fearsome thunderclap. Each creature of your choice in a 30-foot-radius sphere centered on you must succeed on a DC 15 Constitution saving throw or have the deafened and frightened conditions until the end of your next turn.
Storm Giant Quintessent
Legacy
This doesn't reflect the latest rules and lore.
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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
be dispersed by wind.
The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must
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
, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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
of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
.”
Witch: “She knows nothing. She’ll get frustrated soon enough and be on her way.”
Light: “I hope you’re right.”
Witch: “Trust me.”
From there, the conversation shifts to the current mood of the
successful DC 15 Intelligence (Investigation) check. The compartment is located in a bench and contains a tiny, bejeweled chest worth 50 gp. This chest is a replica of a much larger chest hidden on the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
6. Dire Den This small network of tiny grottos leads into one of the dens of the Gray Ghosts, but it is the current residence of a warped creature called the Spider King. The characters must travel
throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. The Spider King senses when intruders enter its domain and can’t be surprised by them. Along with two normal
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
attack your enemies or guard a location. If you use a bonus action to speak the command word again, or if the snake is reduced to 0 hit points, the snake reverts to staff form in its current space
. Thunderclap. You point the staff skyward, producing a fearsome thunderclap. Each creature of your choice in a 30-foot-radius sphere centered on you must succeed on a DC 15 Constitution saving throw or have the deafened and frightened conditions until the end of your next turn.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo
learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock’s song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
immune to the planes’ effects. The Planar Effects table contains effects for various planes of existence on the train’s current route. Unless otherwise noted, each effect lasts until the train leaves
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->Fizban's Treasury of Dragons
Immunities acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned
Senses
be reduced to 0 hit points, her current hit point total instead resets to 500 hit points, she recharges her Chromatic Flames, and she regains any expended uses of Legendary Resistance. Additionally
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, deafened, frightened, paralyzed, stunned
Senses truesight 120 ft., passive Perception
current hit point total instead resets to 500 hit points, he recharges his Breath Weapon, and he regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
)
WIS
6(−2)
CHA
1(−5)
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft., passive Perception 8
Languages —
Challenge 1/2 (100
. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
swift and loud. Creatures within 20 feet of it are deafened by the roar unless a soundproof barrier or a silence spell blocks the noise. Any creature that starts its turn in the river and isn’t anchored
blocked by a 10-foot-diameter, circular iron grate that Tiny creatures can slip through. Forcing open the grate while fighting off the current requires a successful DC 30 Strength (Athletics) check. 12c
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
dispersed by wind. Gale. The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
violent winds merely changed direction, engulfing the mage before resuming their normal outward flow. When the winds reversed, they spat out Bedlam’s current gatekeeper: Cirrus the Silent, a chaotic neutral
screech from Bedlam’s gate at all hours. Creatures within 1,000 feet of the gate have the deafened condition. Mind-Controlling Murmurs. Bedlam’s winds infect townsfolk with a contagious spite. Occasionally
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X4. No ability check is needed to find either secret door from inside the tunnel. DUERGAR NAMES
Here are some names
door behind the brazier in the southwest corner. This 5-foot-wide, 10-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X3. No ability
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
, causing bits of debris to ricochet off the walls, exploding into dust from the impact. In the middle of the cavern a stone brazier is lit with a steady green flame. Blocking the tunnel to the north
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
of the ship—Compass Rose—engraved and inlaid with mother-of-pearl, though in the wheel’s current position the name is upside down. If a character turns the wheel, it snaps free of its axle and falls
seconds. C4: Captain’s Quarters The door to the captain’s quarters is barricaded from the inside, though the heavy wooden bar blocking the door is half rotten. A character who tries to force the door
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
protector, which depicts three black boars running toward the head of the banner on a blood-red field. The current Lord Protector of Triboar is Darathra Shendrel (see appendix D), a Harper agent from
originally catered to the wealthy elite by crafting the finest, most expensive wagons in the Dessarin Valley. The current owner, Tosker Wainwright (N male Illuskan human commoner), is more interested
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cha 1 −5 −5
Immunities Acid; Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft.; Passive Perception 8
Languages None
CR 2 (XP 450; PB +2)
Traits
to determine what it does during the current turn:
1–4. The target does nothing.
5–6. The target takes no action or Bonus Action and uses all its movement to move in a random direction.
7–8
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
locations have the Deafened condition while the siren blares. 7–9 One of the console’s functions is triggered accidentally. Roll 1d4 to determine which one: on a 1, Activate Loudspeaker; on a 2, Create
the characters to protect them from Ylagan’s wrath. Although they don’t know the dragon’s current location, the modrons share the following information: Starglass Waypoint Lore. Starglass Waypoint was
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Regeneration. The giant
thunderclap centered on a point anywhere in its lair. Each 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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
coffin is a mimic left to guard this area by agents of the Six. In its current form, this monster is indistinguishable from an object, so it surprises any group that has no means to detect it before
floor, making it difficult to push open.
Opening the Door. The stone blocking the door is a small statue — a kobold petrified by a pair of undead cockatrices that dwell here. The door can be forced
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
return to her human form. Zala has no interest in Markos’s current activities and little knowledge about them. Zala speaks Common, Deep Speech, and Elvish. If the characters attack her, Zala responds in
represent the casks in area D23, the crossed-out one representing the cask blocking a secret door.) A bubbling green potion contains
a Far Realm surprise D20: Component Storage This walk-in closet contains
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
faulty well is a 10-foot-high gelatinous cylinder (use the gelatinous cube stat block) that’s blocking the normal flow of water. The creature’s presence has also contaminated the water above it
despite his current situation, believing everything will work out and he’ll have quite a story to tell afterward. If the characters release him, he searches the kitchen (area B13) for something to wear
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form
saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn. Regional Effects The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic. Once






