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Returning 35 results for 'before blows die creatures related'.
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Magic Items
Dungeon Master’s Guide
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can
remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is
Magic Items
Dungeon Master’s Guide
While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the
example, a flower picked from a garden there disappears if it is taken outside the demiplane.
For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also
Monsters
Monster Manual
Advanced Telepathy. The flumph perceives the content of any telepathic communication within 60 feet of it.
Prone Deficiency. If the flumph receives the Prone condition, roll a die. On an odd number
":"Stench Spray"} hours, and has the Poisoned condition while the stench lasts. Other creatures have the Poisoned condition while in a 5-foot Emanation originating from the coated target. The target can remove the stench on itself if it bathes during a Short or Long Rest.Psychic
Spells
Player’s Handbook
. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.
Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each
Bludgeoning damage.
Turns 5–10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Magic Items
Dungeon Master’s Guide
This gold coin has a creature embossed on each side. The two depicted creatures must be famous rivals or enemies of each other. For example, a Rival Coin might show Iggwilv the Witch Queen;Iggwilv on
.
The coin has 1 charge and regains its expended charge daily at dawn. You can take a Magic action to toss the coin, expending its charge. Roll any die to determine whether the coin comes up heads (on
Spells
Player’s Handbook
returning to your living body (and ending the spell) or attempting to possess a Humanoid’s body.
You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded
, 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
Classes
Player’s Handbook
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
one precise strike than wear an opponent down with a barrage of blows.
Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation
Spells
Player’s Handbook
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target’s body is left
1 foot. If the cord is cut—which happens only when an effect states that it does so—the target’s body and astral form both die.
A target’s astral form can travel through the
Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
you draw the card or at any other time before you die.
Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you
Spells
Player’s Handbook
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
Restoration spell.
Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.
Spell Immunity. You grant up to ten
Feats
Forgotten Realms: Heroes of Faerûn
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Eternal Rest. Creatures you
reduce to 0 Hit Points can't become Undead.
Powerful Radiance. When you make a damage roll that deals Radiant damage, you can instead use the highest number possible for each damage die. Once you use this benefit, you can't do so again until you finish a Long Rest.
Monsters
Forgotten Realms: Adventures in Faerûn
shrines to the Dead Three and her research about lore or
Artifacts related to those gods. Only Karas’s most trusted confidantes know her hideout’s location.
Karas extends her connection to the
Dead Three into the region she inhabits, creating the following effects:
Creeping Dread. Terror runs rampant in Karas’s domain. Within 1 mile of the lair, creatures other than members of the
Monsters
Dragonlance: Shadow of the Dragon Queen
surrounding Sanction are closely related to red dragons, resembling them in scale coloration and general shape. They are cruel and selfish creatures trained by the Dragon Armies to serve as mounts for
Dragonnels are distantly related to chromatic and metallic dragons and resemble them in basic form. Intelligent enough to understand speech but incapable of speaking themselves, they are willful creatures largely motivated by the desire for food.Fire
Monsters
Dragonlance: Shadow of the Dragon Queen
closely related to copper dragons. Wasteland dragonnels are lithe and quick, with scales the color of dull copper. These playful creatures defend their territory by flying out of a foe’s reach and
+ 3);{"diceNotation":"5d6+3", "rollType":"damage", "rollAction":"Acid Spit", "rollDamageType":"acid"} acid damage.The Northern Wastes of Ansalon are home to wasteland dragonnels, draconic creatures
Ring of Mind Shielding
Legacy
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Magic Items
Basic Rules (2014)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can
you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Monsters
Fizban's Treasury of Dragons
":"slashing"} slashing damage.Dragonnels are distantly related to chromatic, gem, and metallic dragons and resemble them in basic form. Intelligent enough to understand speech but incapable of speaking
themselves, they are willful creatures motivated by the desire for food and entertainment. In the wild, they are picky eaters with mercurial moods, inclined to toy with their prey before going in for the
Spells
Elemental Evil Player's Companion
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.
The wind has the following
effects:
It deafens you and other creatures in its area.
It extinguishes unprotected flames in its area that are torch-sized or smaller.
It hedges out vapor, gas, and fog that can be dispersed by
Monsters
Mythic Odysseys of Theros
Blurred Form. Attack rolls against the eidolon are made with disadvantage unless the eidolon is incapacitated.
Incorporeal Movement. The eidolon can move through other creatures and objects as if
identity in order to escape the Underworld as a Returned, its identity manifests as a spirit-like eidolon. While eidolons possess many of the skills and details related to their past lives, they're
Monsters
Bigby Presents: Glory of the Giants
mammals related to rhinoceros;rhinoceroses. Some of them lack any horns on the face, while others have one, two, or more horns of various shapes and sizes. Some have rough, almost stony skin; some have
horny plates; and some have thick, shaggy fur. These creatures are united by their tremendous stature, their herding behavior, and their irritable disposition.
Flumph
Legacy
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Monsters
Monster Manual (2014)
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.
Prone
Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving
Rod of Security
Legacy
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Magic Items
Basic Rules (2014)
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space
flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die
Magic Items
Tales from the Yawning Portal
’s affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giant;stone giants and dwarves, have advantage on the saving throw
Monsters
Vecna: Eve of Ruin
blast of moonlight in a line 60 feet long and 5 feet wide. Each creature in that area must make a DC 14 Dexterity saving throw. Creatures that aren’t in their true form have disadvantage on the
and other shapeshifting creatures. In response, the Moon card spawned the first moonlight guardian.
A moonlight guardian’s body is infused with magical moonlight that the creature can channel
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Eldraine are winged, elfin creatures similar to sprites or pixies. Unpredictable, unreliable, and amoral, they lurk in the wilds and harass travelers they perceive as intruders.
OUPHES
Ouphes are
curious creatures found throughout the wilds of Eldraine. While often seen as foolish, ouphes are magically connected to the natural world and know more about the secret lives of trees, mushrooms, and
Will-o'-Wisp
Legacy
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Monsters
Basic Rules (2014)
saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6);{"diceNotation":"3d6","rollType":"roll","rollAction":"Consume Life"} hit points.
Ephemeral. The will-o'-wisp
can't wear or carry anything.
Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
a trail of star-crossed love, damaging rumors, and missing heirlooms in their wake.
—Tales of the Fae
Faeries
The faeries of Eldraine are winged, elfin creatures similar to sprites or
pixies. Unpredictable, unreliable, and amoral, they lurk in the wilds and harass travelers they perceive as intruders.
OUPHES
Ouphes are curious creatures found throughout the wilds of Eldraine
Monsters
Baldur’s Gate: Descent into Avernus
creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly
., one target. Hit: 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Tusks","rollDamageType":"piercing"} piercing damage.
Trumpet (3/Day). The hollyphant blows air through its trunk
Geryon (Summoner Variant)
Legacy
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Monsters
Mordenkainen’s Tome of Foes
see.
Sound the Horn (1/Day). As an action Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs to appear in unoccupied spaces
of his choice within 600 feet of him. The minotaur;minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them.Geryon can take 3
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Amphibious. The hydra can breathe air and water.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die
, the hydra has the prone condition, its speed is 0 and can’t increase, its heads can’t die, it has disadvantage on Dexterity saving throws, and it can’t take any other actions or
Monsters
Mythic Odysseys of Theros
.
Incorporeal Movement. The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction
eidolons possess many of the skills and details related to their past lives, they’re disconnected from those experiences, choosing to wander the world or brood in haunts they’re drawn to in
Geryon
Legacy
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Monsters
Mordenkainen’s Tome of Foes
banishment spell.
Regional Effects. The region containing Geryon's lair is warped by his magic, creating one or more of the following effects:
Intelligent creatures within 1 mile of the lair frequently
minotaur;minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs to appear in unoccupied spaces
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Long ago, the cult of Lolth first subjected elf prisoners to horrible rituals that transformed them into creatures with both elven and spider traits, which their creators dubbed chitines. The intention
her worshipers’ rituals. The process usually transformed subjects into the spindly creatures her devotees expected, but occasionally, an elf changed into a choldrith: an arachnid Monstrosity able
Spells
Elemental Evil Player's Companion
.
Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.
Monsters
Fizban's Treasury of Dragons
ambush. When draconian foot soldiers die, they unleash clouds of petrifying gas, turning their corpses—and any creatures within the clouds—to stone.
On the world of Krynn, draconian foot
draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings.
When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence.
Magic Jar
Legacy
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Spells
Basic Rules (2014)
living body (and ending the spell) or attempting to possess a humanoid's body.
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil
, you die.
If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to






