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Returning 35 results for 'being before defends casting revived'.
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Spells
Player’s Handbook
You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days; you
, memories, and abilities, but none of the original’s equipment. The creature’s original remains, if any, become inert and can’t be revived, since the creature’s soul is elsewhere.
Narzugon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
;{"diceNotation":"1d4","rollType":"roll","rollAction":"Hellfire Lance"} hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's
Monsters
Bigby Presents: Glory of the Giants
soul rises as a lemure (see the Monster Manual) on Avernus, one of the Nine Hells, in 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Hours"} hours. If the creature isn’t revived
before then, it can be restored to life only by a wish spell or by killing the lemure and casting true resurrection on the creature’s original body.Multiattack. The hellion makes two Morningstar
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune
Hellfire Engine
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
1d4;{"diceNotation":"1d4","rollType":"roll"} hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
kills a creature, the creature’s soul rises from the River Styx as a lemure in Avernus in 1d4;{"diceNotation":"1d4","rollType":"roll"} hours. If the creature isn’t revived before then, only a
wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect.Hellfire engines are
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dead A dead creature has no Hit Points and can’t regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows who is casting
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
True Resurrection Level 9 Necromancy (Cleric, Druid) Casting Time: 1 hour
Range: Touch
Components: V, S, M (diamonds worth 25,000+ GP, which the spell consumes)
Duration: Instantaneous
You
touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Clone Level 8 Necromancy (Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large
spell’s casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
True Resurrection Level 9 Necromancy (Cleric, Druid) Casting Time: 1 hour
Range: Touch
Components: V, S, M (diamonds worth 25,000+ GP, which the spell consumes)
Duration: Instantaneous
You
touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dead A dead creature has no Hit Points and can’t regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows who is casting
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Clone Level 8 Necromancy (Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large
spell’s casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Celestial 7th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a celestial of challenge rating 4 or lower, which
don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial’s statistics. At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Disintegrate Level 6 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a lodestone and dust)
Duration: Instantaneous
You launch a green ray at a target
gray dust. The target can be revived only by a True Resurrection or a Wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Disintegrate Level 6 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a lodestone and dust)
Duration: Instantaneous
You launch a green ray at a target
gray dust. The target can be revived only by a True Resurrection or a Wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Celestial 7th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a celestial of challenge rating 4 or lower, which
don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial’s statistics. At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dominate Monster 8th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You attempt to beguile a creature that you can see within range. It
completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Fey 6th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a fey creature of challenge rating 6 or lower, or a fey
action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Fey 6th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a fey creature of challenge rating 6 or lower, or a fey
action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dominate Person 5th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to beguile a humanoid that you can see within range
completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dominate Beast 4th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to beguile a beast that you can see within range. It
the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dominate Person 5th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to beguile a humanoid that you can see within range
completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Animate Dead 3rd-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous This spell creates an
creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Elemental 5th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for
own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Animate Dead 3rd-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous This spell creates an
creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Soul Cage 6th-level necromancy Casting Time: 1 reaction, which you take when a humanoid you can see within 60 feet of you dies Range: 60 feet Components: V, S, M (a tiny silver cage worth 100 gp
exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived. Steal Life. You can use a bonus action to drain vigor
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Styx as a lemure in Avernus in 1d4 hours. If the creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dominate Monster 8th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You attempt to beguile a creature that you can see within range. It
completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Elemental 5th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for
own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dominate Beast 4th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to beguile a beast that you can see within range. It
the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
know its cantrips. In its current condition, the lich has a challenge rating of 10 (5,900 XP). A greater restoration spell restores the lich’s memory and all of its spells. Another casting of the spell
the temple don’t threaten the characters as long as the lich is with them. The lich defends itself if attacked and turns to dust if it is reduced to 0 hit points. The lich assumes that the characters
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Create Undead 6th-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx
during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
points by the hellion dies, and its soul rises as a lemure (see the Monster Manual) on Avernus, one of the Nine Hells, in 1d4 hours. If the creature isn't revived before then, it can be restored to life
only by a wish spell or by killing the lemure and casting true resurrection on the creature’s original body.
Actions
Multiattack. The hellion makes two Morningstar attacks.
Morningstar. Melee
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Create Undead 6th-level necromancy Casting Time: 1 minute Range: 10 feet Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx
during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Animate Objects 5th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute Objects come to life at your command. Choose up to ten
creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. Animated Object Statistics Size HP AC Attack Str Dex Tiny 20






