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Returning 35 results for 'before body deals could reflect'.
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Monsters
Monster Manual
Fiendish Restoration. If the nycaloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in Gehenna.
Magic Resistance
to 30 feet to an unoccupied space it can see. The condition ends early immediately after it deals damage.
Monsters
Monster Manual
Barbed Hide. At the start of each of its turns, the devil deals 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Barbed Hide", "rollDamageType":"Piercing"} Piercing damage to any
creature it is grapple;grappling or any creature grappling it.
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body
Spells
Player’s Handbook
You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of
that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage
Monsters
Monster Manual
Demonic Restoration. If the goristro dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic
Resistance. The goristro has Advantage on saving throws against spells and other magical effects.
Siege Monster. The goristro deals double damage to objects and structures.Multiattack. The goristro makes one
Magic Items
Dungeon Master’s Guide
your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM’s control.
Eye of Vecna Spells
Spell
Charge Cost
with a weapon held by it deals an extra 2d8 Cold damage on a hit.
Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna
Magic Items
Dungeon Master’s Guide
die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that
, which must be cleared out before you can claim the keep as yours.
Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings
Monsters
Astarion's Book of Hungers
dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance. The devil has
.
Harvester devils’ contracts are lengthy and convoluted, but these devils are quick to make deals and might leave loopholes that can save a signatory’s soul. Roll on or choose a result
Monsters
Astarion's Book of Hungers
.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the
sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Siege Monster. The ogre deals double damage to objects and structures.Multiattack. The ogre makes two Bash attacks.
Bash. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit
battering ram, the ogre bolt launcher;bolt launcher, the ogre chain brute;chain brute, and the ogre howdah;howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre’s strengths.
Staggering Smite
Legacy
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Spells
Player’s Handbook (2014)
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target
Equipment
The scalathrax;scalathrax's body contains a reservoir of oil, which is of great use to alchemists but is difficult to harvest and preserve. A character proficient with Alchemist's Supplies or who
makes a successful DC 12 Intelligence (Arcana) check recognizes this usefulness upon seeing the dead scalathrax’s body. By spending 10 minutes and succeeding on a DC 15 Intelligence check using
Monsters
Acquisitions Incorporated
Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.These intricately crafted constructs are typically made to reflect the forms of the metallic
that deals fire damage, some might be constructed to deal acid, cold, or lightning damage, depending on their makers' whims.Poison, Psychic
Azer
Legacy
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Monsters
Basic Rules (2014)
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Heated Body
","rollDamageType":"fire"} fire damage.
Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Heated Weapons
Salamander
Legacy
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Monsters
Basic Rules (2014)
Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Heated Body
","rollDamageType":"fire"} fire damage.
Heated Weapons. Any metal melee weapon the salamander wields deals an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Heated Weapons
Earth Elemental
Legacy
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Monsters
Basic Rules (2014)
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Siege Monster. The elemental deals
hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals.PoisonBludgeoning, Piercing, and Slashing from Nonmagical AttacksThunder
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
determined by the weapon’s rarity.
The color of the weapon’s metal changes to reflect your own natural colors as a Dragonborn once you attune to it.
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
determined by the weapon’s rarity.
The color of the weapon’s metal changes to reflect your own natural colors as a Dragonborn once you attune to it.
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
determined by the weapon’s rarity.
The color of the weapon’s metal changes to reflect your own natural colors as a Dragonborn once you attune to it.
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
determined by the weapon’s rarity.
The color of the weapon’s metal changes to reflect your own natural colors as a Dragonborn once you attune to it.
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
determined by the weapon’s rarity.
The color of the weapon’s metal changes to reflect your own natural colors as a Dragonborn once you attune to it.
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
determined by the weapon’s rarity.
The color of the weapon’s metal changes to reflect your own natural colors as a Dragonborn once you attune to it.
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
determined by the weapon’s rarity.
The color of the weapon’s metal changes to reflect your own natural colors as a Dragonborn once you attune to it.
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
determined by the weapon’s rarity.
The color of the weapon’s metal changes to reflect your own natural colors as a Dragonborn once you attune to it.
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
determined by the weapon’s rarity.
The color of the weapon’s metal changes to reflect your own natural colors as a Dragonborn once you attune to it.
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
determined by the weapon’s rarity.
The color of the weapon’s metal changes to reflect your own natural colors as a Dragonborn once you attune to it.
Monsters
Icewind Dale: Rime of the Frostmaiden
laughterThrough rituals combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being is encased in a glass jar filled with preserving fluids and the liquefied goop of their body&rsquo
whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation.
Brain Vessels
The brain floats in a jar of solution, pulsating as it
Thorny
Legacy
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Monsters
Volo's Guide to Monsters
.
Thorny Body. At the start of its turn, the thorny deals 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Thorny Body","rollDamageType":"piercing"} piercing damage to any creature
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
determined by the weapon’s rarity.
The color of the weapon’s metal changes to reflect your own natural colors as a Dragonborn once you attune to it.
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
determined by the weapon’s rarity.
The color of the weapon’s metal changes to reflect your own natural colors as a Dragonborn once you attune to it.
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
determined by the weapon’s rarity.
The color of the weapon’s metal changes to reflect your own natural colors as a Dragonborn once you attune to it.
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
determined by the weapon’s rarity.
The color of the weapon’s metal changes to reflect your own natural colors as a Dragonborn once you attune to it.
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
determined by the weapon’s rarity.
The color of the weapon’s metal changes to reflect your own natural colors as a Dragonborn once you attune to it.
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
determined by the weapon’s rarity.
The color of the weapon’s metal changes to reflect your own natural colors as a Dragonborn once you attune to it.
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
determined by the weapon’s rarity.
The color of the weapon’s metal changes to reflect your own natural colors as a Dragonborn once you attune to it.
magic-items
it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you have a bonus to your Breath Weapon’s save DC, as
determined by the weapon’s rarity.
The color of the weapon’s metal changes to reflect your own natural colors as a Dragonborn once you attune to it.