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Returning 26 results for 'before both doesn con revives'.
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Monsters
Monster Manual
body is destroyed only if it starts its turn with 0 Hit Points and doesn’t regenerate.
Undead Restoration. If the revenant dies, it revives 24 hours later in a different body unless Dispel Evil
Regeneration. The revenant regains 10 Hit Points at the start of each of its turns. If the revenant takes Fire or Radiant damage, this trait doesn’t function at the start of its next turn. Its
Spells
Player’s Handbook
Speed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)
Mod
Save
STR
18
+4
+4
DEX
11
+0
+0
CON
16
+3
+3
;Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Flyby (Air Only). The spirit doesn’t provoke Opportunity Attack;Opportunity Attacks when it flies out of an
Spells
Player’s Handbook
;
Mod
Save
STR
16
+3
+3
DEX
10
+0
+0
CON
15
+2
+2
Mod
Save
INT
16
+3
+3
WIS
10
+0
+0
CHA
6
−2
−2
emits psionic energy if it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6
Spells
Player’s Handbook
. (Demon only); Fly 60 ft. (Devil only)
Mod
Save
STR
13
+1
+1
DEX
16
+3
+3
CON
15
+2
+2
Mod
Save
INT
10
+0
+0
Darkness doesn’t impede the spirit’s Darkvision.
Magic Resistance. The spirit has Advantage on saving throws against spells and other magical eff ects.
Actions
Multiattack. The spirit
Magic Items
Dungeon Master’s Guide
the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after
(3d10 + 3)
Speed 30 ft., Fly 60 ft.
Mod
Save
STR
14
+2
+2
DEX
13
+1
+1
CON
13
+1
+1
Mod
Save
INT
2
&minus
Magic Items
Dungeon Master’s Guide
Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws.
Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth
CON
16
+3
+3
Mod
Save
INT
16
+3
+3
WIS
16
+3
+3
CHA
16
+3
+3
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened
Charlatan
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
: Disguise kit, Forgery kitEquipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked
Charity. I distribute the money I acquire to the people who really need it. (Good)
4
Creativity. I never run the same con twice. (Chaotic)
5
Friendship. Material goods come and go. Bonds of
Backgrounds
Baldur’s Gate: Descent into Avernus
Everybody’s always trying to get a leg up on somebody in Baldur’s Gate. One group’s con artist might be another’s revolutionary. Or maybe you’re just in it for yourself
, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a pouch containing 15 gp
Monsters
Vecna: Eve of Ruin
hit point. If he takes radiant damage, this trait doesn’t function at the start of his next turn.
Special Equipment. Kas wears the Crown of Lies (see the Introduction of Vecna: Eve of Ruin
).
Spider Climb. Kas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Strength of the Night. Kas doesn’t require a coffin, and he drinks
Backgrounds
Sword Coast Adventurer's Guide
prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate
it more difficult to pursue a personal agenda that doesn’t fit with the group’s objectives — but on the other hand, you can take down much more formidable targets with the help of
Monsters
Waterdeep: Dungeon of the Mad Mage
/Day). If Halaster fails a saving throw, he can choose to succeed instead.
Rejuvenation. If Halaster dies in Undermountain, he revives after 1d10 days, with all his hit points and any missing body
. An apparition can’t be harmed, and it doesn’t acknowledge creatures or objects in any way. It can’t be dispelled but is suppressed within an antimagic field.
Fire, Lightning
Summon Beast
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Tasha’s Cauldron of Everything
;(+4)
DEX
11 (+0)
CON
16 (+3)
INT
4 (−3)
WIS
14 (+2)
CHA
5 (−3)
Senses darkvision 60 ft., passive Perception 12
Languages
;understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an
Summon Fiend
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Tasha’s Cauldron of Everything
only) or 60 (Yugoloth only) + 15 for each spell level above 6th
Speed 40 ft.; climb 40 ft. (Demon only); fly 60 ft. (Devil only)
STR
13 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
10 (+0
one.
Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.
Magic Resistance. The fiend has advantage on saving throws against spells and other magical
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Graveyard Revenant Huge Undead, Neutral
AC 14 Initiative +2 (12)
HP 161 (14d12 + 70)
Speed 40 ft.
Ability Score Mod Save
Str 20 +5 +8
Dex 14 +2 +2
Con 20 +5 +8
revenant dies, it revives 24 hours later unless Dispel Evil and Good is cast on its remains. If it revives, it animates another group of corpses elsewhere on the same plane of existence; it now looks
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Score Mod Save
Str 20 +5 +5
Dex 12 +1 +1
Con 18 +4 +8
Ability Score Mod Save
Int 16 +3 +3
Wis 18 +4 +8
Cha 20 +5 +5
Resistances Necrotic
fails and is wasted.
Undead Restoration. If the revenant dies, it revives 24 hours later unless Dispel Evil and Good is cast on its remains. If it revives, it animates another Gargantuan object or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
revenants’ original forms. Revenant Medium Undead, Neutral
AC 13 Initiative +2 (12)
HP 127 (15d8 + 60)
Speed 30 ft.
Ability Score Mod Save
Str 18 +4 +7
Dex 14 +2 +2
Con
Hit Points and doesn’t regenerate.
Undead Restoration. If the revenant dies, it revives 24 hours later in a different body unless Dispel Evil and Good is cast on its corpse. If it revives, it animates
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Fiends (Devil), Lawful Evil
AC 12 Initiative −2 (8)
HP 45 (6d10 + 12)
Speed 40 ft.
Ability Score Mod Save
Str 14 +2 +2
Dex 7 −2 −2
Con 14 +2 +2
Ability Score
)
Traits
Hellish Restoration. If the swarm dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it is killed by a creature under the effects of a Bless spell or its remains
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Evil
AC 9 Initiative −3 (7)
HP 9 (2d8)
Speed 20 ft.
Ability Score Mod Save
Str 10 +0 +0
Dex 5 −3 −3
Con 11 +0 +0
Ability Score Mod Save
Int 1 −5 −5
10
Languages Understands Infernal but can’t speak
CR 0 (XP 10; PB +2)
Traits
Hellish Restoration. If the lemure dies in the Nine Hells, it revives with all its Hit Points in 1d10 days unless it
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Huge Fey (Archfey), Lawful Good
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft., climb 40 ft.
STR
24 (+7)
DEX
16 (+3)
CON
21 (+5)
INT
18 (+4)
WIS
21
(+5)
CHA
19 (+4)
Saving Throws Con +9, Wis +9, Cha +8
Skills Perception +13, Stealth +7
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 23
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
return petrified creatures to flesh and life. Unfortunately for such a victim, any parts lost in stone form remain absent if the creature revives. Revivification using the oil is impossible if a vital part
)
DEX
8 (−1)
CON
15 (+2)
INT
2 (−4)
WIS
8 (−1)
CHA
7 (−2)
Senses darkvision 60 ft., passive Perception 9
Languages —
Challenge 3 (700 XP)
Petrifying Gaze
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Monsters (L) Lamia Large Fiend, Chaotic Evil
AC 13 Initiative +1 (11)
HP 97 (13d10 + 26)
Speed 40 ft.
Ability Score Mod Save
Str 16 +3 +3
Dex 13 +1 +1
Con 15 +2 +2
Save
Str 10 +0 +0
Dex 5 −3 −3
Con 11 +0 +0
Ability Score Mod Save
Int 1 −5 −5
Wis 11 +0 +0
Cha 3 −4 −4
Resistances Cold
Immunities Fire
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
26 (+8)
DEX
20 (+5)
CON
22 (+6)
INT
24 (+7)
WIS
19 (+4)
CHA
26 (+8)
Saving Throws Con +13, Wis +11, Cha +15
Skills Arcana +14, Deception +22, Perception +11, Stealth +12
, and he drinks blood to sow terror rather than for sustenance. If destroyed, Kas revives in 1d100 nights in an unoccupied space in Tovag, his Domain of Dread. He can be permanently destroyed only by
Compendium
- Sources->Dungeons & Dragons->Monster Manual
AC 14 Initiative +0 (10)
HP 45 (6d10 + 12)
Speed 30 ft., Burrow 10 ft.
Ability Score Mod Save Str 17 +3 +3 Dex 11 +0 +0 Con 14 +2 +2 Ability Score Mod Save Int 1 −5 −5 Wis 13 +1 +1
+5 Con 14 +2 +6 Ability Score Mod Save Int 20 +5 +9 Wis 16 +3 +7 Cha 17 +3 +3
Skills Arcana +9, Deception +7, Insight +7, Perception +7
Resistances Cold, Fire, Lightning
Immunities Acid
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
much damage on a successful one.
Priest of Osybus Medium Humanoid, Any Alignment
Armor Class 14 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
16
if it receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To prevent this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
evil
Armor Class 14 (17 with mage armor)
Hit Points 246 (29d8 + 116)
Speed 30 ft.
STR
10(+0)
DEX
18(+4)
CON
18(+4)
INT
24(+7)
WIS
18(+4)
CHA
18(+4
succeed instead.
Rejuvenation. If Halaster dies in Undermountain, he revives after 1d10 days, with all his hit points and any missing body parts restored. His new body appears in a random safe location
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Humanoid
Armor Class 14 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
18 (+4)
WIS
17 (+3)
CHA
receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To prevent this revival, the Tattoo of Osybus on the priest’s body






