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Returning 35 results for 'before both dominate creature removed'.
Monsters
Monster Manual
Amorphous. The pudding can move through a space as narrow as 1 inch without expending extra movement to do so.
Corrosive Form. A creature that hits the pudding with a melee attack roll takes 4 (1d8
penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon.
In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal.
Spider Climb. The pudding
Monsters
Monster Manual
Death Burst. The gas spore bursts when it dies. Constitution Saving Throw: DC 10, each creature in a 20-foot Emanation originating from the gas spore. Failure: The target takes 10 (3d6
":"Poisoned"} hours. Unless the Poisoned condition is removed, the target dies at the end of that time and sprouts 2d4;{"diceNotation":"2d4", "rollType":"roll", "rollAction":"Sprout"} Tiny Gas Spore
Monsters
Monster Manual
Walker. The yochlol ignores movement restrictions caused by webs.Multiattack. The yochlol makes two Caustic Lash attacks, and it can use Spellcasting to cast Web or Dominate Person if available.
Caustic
spellcasting ability (spell save DC 15):
At Will: Detect Thoughts, Gaseous Form (self only), Web1/Day: Dominate PersonToxic Escape. Trigger: The yochlol is hit by an attack roll. Response: The yochlol
Spells
Player’s Handbook
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.
Monsters
Monster Manual
creature, it has the Grappled condition (escape DC 14) from all the mind flayer’s tentacles, and the target has the Stunned condition until the grapple ends.
Extract Brain. Constitution Saving
Throw: DC 15, one creature that is Grappled by the mind flayer’s Tentacles. Failure: 55 (10d10);{"diceNotation":"10d10", "rollType":"damage", "rollAction":"Extract Brain", "rollDamageType
Monsters
Monster Manual
telepathically with the aboleth, the aboleth learns the creature’s greatest desires.Multiattack. The aboleth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available
.
Dominate Mind (2/Day). Wisdom Saving Throw: DC 16, one creature the aboleth can see within 30 feet. Failure: The target has the Charmed condition until the aboleth dies or is on a different plane of
Monsters
Monster Manual
"} Piercing damage.
Antennae. The rust monster targets one nonmagical metal object—armor or a weapon—worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the
creature with the object. Failure: The object takes a −1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a weapon
Monsters
Monster Manual
);{"diceNotation":"2d10+5", "rollType":"damage", "rollAction":"Fiendish Touch", "rollDamageType":"Psychic"} Psychic damage.
Charm. The succubus casts Dominate Person (level 8 version), requiring no spell
components and using Charisma as the spellcasting ability (spell save DC 15).
Draining Kiss. Constitution Saving Throw: DC 15, one creature Charmed by the succubus within 5 feet. Failure: 13 (3d8
Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
Clairvoyance
2
Crown of Madness
1
Disintegrate
4
Dominate Monster
5
Eyebite
4
X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1
Spells
Player’s Handbook
turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell
’s area disappears immediately.
Creatures with Truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.
Magic Items
Dungeon Master’s Guide
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it
represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
Bullseye Lantern (filled and lit)
Dagger
Mirror
Pole
Rope
Magic Items
Dungeon Master’s Guide
3d6 Psychic damage. On a failed save, the wielder is dominated by the sword, as if by the Dominate Monster spell, and the sword demands blood. The spell effect ends when the sword’s demand is met
corrupted by the Eye and Hand of Vecna.
Destroying the Sword. A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the Wish property of those combined Artifacts to unmake the Sword of
Spells
Player’s Handbook
You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you
and other objects created by this spell dissipate into smoke if removed from it.
A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and
Monsters
Monster Manual
Paralyzed condition until the weapon is removed. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Grave Strike", "rollDamageType":"Necrotic"} Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape
Magic Items
Dungeon Master’s Guide
This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic
and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.
Magic Items
Dungeon Master’s Guide
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation.
A creature attuned to the
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
’s blank pages, which fills with writing detailing the trapped creature’s widely known name and depravities. Once used, this action can’t be used again until the next dawn.
When you
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can’t be restored to life.
Avatar of Death
Medium Undead
Monsters
Forgotten Realms: Adventures in Faerûn
Resistance. Sammaster has Advantage on saving throws against spells and other magical effects.
Soul Gem. Sammaster has a magical soul gem as his dracolich heart. The gem can’t be damaged or removed
"}. Constitution Saving Throw: DC 20, each creature in a 90-foot Cone. Failure: 52 (8d12) Acid;{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Corroding Breath (Acid)", "rollDamageType":"Acid
Monsters
Eberron: Forge of the Artificer
", "rollType":"damage", "rollAction":"Nightmare Whisper", "rollDamageType":"Psychic"} Psychic damage.
Primal Fear (1/Day). Wisdom Saving Throw: DC 17, each creature in a 30-foot-radius Sphere
casts Dominate Person, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17).
Feats
Eberron: Forge of the Artificer
Friendship or Speak with Animals if the creature’s Intelligence score is 3 or lower.
Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of
Handling Spells table are added to that feature’s spell list.
Mark of Handling Spells
Spell Level
Spells
1
Command, Find Familiar
2
Beast Sense, Calm Emotions
3
Beacon of Hope, Conjure Animals
4
Aura of Life, Dominate Beast
5
Awaken
Monsters
Forgotten Realms: Adventures in Faerûn
"} Poison damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. Wisdom Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 22
’s next turn. Success: Half damage only.Young deep dragons establish lairs in familiar hunting grounds and defend their lairs with twisting passages and traps such as deadfalls. They dominate the
Monsters
Astarion's Book of Hungers
is driven into the vampire’s heart while the vampire has the Incapacitated condition, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The vampire takes 20 Radiant
smaller creature, it has the Grappled condition (escape DC 16) from one of two claws.
Bite. Constitution Saving Throw: DC 16, one creature within 5 feet that is willing or that has the Grappled
Monsters
Forgotten Realms: Adventures in Faerûn
response to the spell’s trigger, using the same spellcasting ability as Spellcasting.Legendary Action Uses: 3. Immediately after another creature’s turn, Sammaster can expend a use to take one of
the following actions. Sammaster regains all expended uses at the start of each of his turns.
Deathly Teleport. Sammaster teleports up to 60 feet to an unoccupied space he can see, and each creature
Monsters
Astarion's Book of Hungers
vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in
is a Medium or smaller creature, it has the Grappled condition (escape DC 17) from one of two claws.
Bite (Imp or Vampire Form Only). Constitution Saving Throw: DC 18, one creature within 5 feet
Equipment
This poison is created during a mummy’s embalming process, distilled from the dead creature’s removed organs. A creature subjected to this poison must succeed on a DC 12 Constitution
creature’s hit point maximum to 0, the creature dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or similar magic.
Magic Items
Tales from the Yawning Portal
When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted.
A
potion of mind control produces the effect of a dominate beast, a dominate person (humanoid), or a dominate monster spell (see the table below). If the target’s initial saving throw fails, the
Drow Poison (Injury)
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for
1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake
Gas Spore
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
infected creature's system, killing the creature in a number of hours equal to 1d12;{"diceNotation":"1d12","rollType":"roll"} + the creature's Constitution score, unless the disease is removed. In half that
Death Burst. The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6);{"diceNotation":"3d6
Monsters
Van Richten’s Guide to Ravenloft
","rollType":"damage","rollAction":"Vine Lash","rollDamageType":"slashing"} slashing damage. If the target is a creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained
. The plant has four vines, each of which can grapple one target.
Entrapping Pod. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature grappled by the plant. Hit: 22 (4d8 + 4
Monsters
Icewind Dale: Rime of the Frostmaiden
: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Magic Resistance. The ceremorph has advantage on saving throws against spells and other magical effects.Tentacles. Melee
Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Tentacles"} to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4","rollType":"damage","rollAction
Remove Curse
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Monsters
Vecna: Eve of Ruin
, and the target’s speed is reduced by 10 feet until the serrated bolt is removed. A target’s speed can be reduced by only one serrated bolt at a time. A creature can use its action to
remove a serrated bolt lodged in itself or another creature within its reach; when the bolt is removed from a creature, that creature takes 5 (2d4);{"diceNotation":"2d4","rollType":"damage","rollAction
Rakshasa
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, detect magic, invisibility, major image, suggestion
1/day each: dominate person, fly, plane shift, true seeingMultiattack. The rakshasa makes two claw attacks.
Claw. Melee Weapon Attack: +7
"} slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams
Spirit Naga
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, dimension door
5th level (2 slots): dominate personBite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4






