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Returning 35 results for 'being before deafen creature resolves'.
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Blindness/Deafness
Legacy
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Spells
Basic Rules (2014)
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the
duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Giant Insect
Legacy
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Spells
Basic Rules (2014)
the statistics for these creatures and resolves their actions and movement.
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss
spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.
Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has
Monsters
Baldur’s Gate: Descent into Avernus
. Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Trumpet of Blasting
","rollDamageType":"thunder"} thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Nonmagical objects in the cone that aren't being held
Major Image
Legacy
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Spells
Basic Rules (2014)
thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion, you can use your action to cause the image to
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the
True Polymorph
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
’s statistics and resolves all of its actions and movement.
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blindness/Deafness 2nd-level necromancy Casting Time: 1 action Range: 30 feet Components: V Duration: 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make
a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blindness/Deafness 2nd-level necromancy Casting Time: 1 action Range: 30 feet Components: V Duration: 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make
a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blindness/Deafness 2nd-level necromancy Casting Time: 1 action Range: 30 feet Components: V Duration: 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make
a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blindness/Deafness 2nd-level necromancy Casting Time: 1 action Range: 30 feet Components: V Duration: 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make
a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blindness/Deafness 2nd-level necromancy Casting Time: 1 action Range: 30 feet Components: V Duration: 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make
a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blindness/Deafness 2nd-level necromancy Casting Time: 1 action Range: 30 feet Components: V Duration: 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make
a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and
movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and
movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and
movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and
movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and
movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and
movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that
Major Image 3rd-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that
Major Image 3rd-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that
Major Image 3rd-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that
Major Image 3rd-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that
Major Image 3rd-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that
Major Image 3rd-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the
object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the
object must be neither worn nor carried by another creature). The spell lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the
object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the
object must be neither worn nor carried by another creature). The spell lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bear witness to an evil act without punishing the malefactor. Its pearlescent tusks are far from formidable, but it can unleash trumpet blasts from its trunk that can deafen creatures or engulf evildoers
trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by the hollyphant:
Trumpet of Blasting. Each creature in the cone must make a DC 14 Constitution saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the
object must be neither worn nor carried by another creature). The spell lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the
object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
DC 10 Constitution saving throw or gain 1 level of exhaustion. A creature that has a swimming speed can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. The
, swirling into forms vaguely resembling people. On the foredeck, a figure resolves from the cloudiness—a transparent, rough-looking sailor in crusty scale mail, whose eyes blaze.
The name Girscamen is
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
DC 10 Constitution saving throw or gain 1 level of exhaustion. A creature that has a swimming speed can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. The
, swirling into forms vaguely resembling people. On the foredeck, a figure resolves from the cloudiness—a transparent, rough-looking sailor in crusty scale mail, whose eyes blaze.
The name Girscamen is
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
DC 10 Constitution saving throw or gain 1 level of exhaustion. A creature that has a swimming speed can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. The
, swirling into forms vaguely resembling people. On the foredeck, a figure resolves from the cloudiness—a transparent, rough-looking sailor in crusty scale mail, whose eyes blaze.
The name Girscamen is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bear witness to an evil act without punishing the malefactor. Its pearlescent tusks are far from formidable, but it can unleash trumpet blasts from its trunk that can deafen creatures or engulf evildoers
trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by the hollyphant:
Trumpet of Blasting. Each creature in the cone must make a DC 14 Constitution saving
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bear witness to an evil act without punishing the malefactor. Its pearlescent tusks are far from formidable, but it can unleash trumpet blasts from its trunk that can deafen creatures or engulf evildoers
trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by the hollyphant:
Trumpet of Blasting. Each creature in the cone must make a DC 14 Constitution saving