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Returning 35 results for 'being being degrees cover returns'.
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Monsters
Monster Manual
looks different but uses the same stat block and returns with all its Hit Points.Multiattack. The revenant makes two Object Slam attacks and uses Invitation.
Object Slam. Melee or Ranged Attack Roll
. Failure: The target is teleported inside the revenant’s space and swallowed. A swallowed creature has Total Cover against attacks and other effects outside the revenant.
While the revenant has
Magic Items
Dungeon Master’s Guide
shunting anything that can’t fit inside to the nearest unoccupied space.
If you place the corpse of a Humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 GP
) for at least 8 hours, the salt is consumed and the creature returns to life as if by Raise Dead at the next dawn. Once used, this property can’t be used again for 7 days.
Monsters
Forgotten Realms: Adventures in Faerûn
fungi within 1 mile of the dragon’s lair grow faster and cover a greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the
-shifts into a Small or Medium Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Forgotten Realms: Adventures in Faerûn
dragon’s lair grow faster and cover a greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the presence of any creature that
Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Tomb of Annihilation
returns to normal at a rate of 10 degrees per minute.
Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2
temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of −30 degrees Fahrenheit. Frost and
Cauldron of Rebirth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Tasha’s Cauldron of Everything
fit inside to the nearest unoccupied space.
If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is
consumed and the creature returns to life as if by raise dead at the next dawn. Once used, this property can’t be used again for 7 days.
Monsters
Van Richten’s Guide to Ravenloft
Podling Link. The plant can see through and communicate telepathically with any of its podling;podlings within 10 miles of it.
Rejuvenation. When the plant dies, it returns to life in the place
grapple ends. While enveloped, the target is restrained, and it has total cover against attacks and effects originating outside the pod. The enveloped target must also immediately succeed on a DC 16
Magic Items
Tomb of Annihilation
point the temperature in the area returns to normal at a rate of 10 degrees per minute.
You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of
and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of
Monsters
Bigby Presents: Glory of the Giants
damage plus 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Flying Staff", "rollDamageType":"thunder"} thunder damage. Hit or Miss: The staff magically returns to the giant’s
half masks that cover their eyes. The masks’ runic magic allows these giants not only to see normally, but also to see through illusions, invisibility, darkness, and other forms of magical
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
originates on the opposite side of the cover. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added
Cover Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
originates on the opposite side of the cover. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added
Cover Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cover Cover provides a degree of protection to a target behind it. There are three degrees of cover, each of which provides a different benefit to a target: Half Cover (+2 bonus to AC and Dexterity
saving throws), Three-Quarters Cover (+5 bonus to AC and Dexterity saving throws), and Total Cover (can’t be targeted directly). If behind more than one degree of cover, a target benefits only from the most protective degree. See also “Playing the Game” (“Combat”).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cover Cover provides a degree of protection to a target behind it. There are three degrees of cover, each of which provides a different benefit to a target: Half Cover (+2 bonus to AC and Dexterity
saving throws), Three-Quarters Cover (+5 bonus to AC and Dexterity saving throws), and Total Cover (can’t be targeted directly). If behind more than one degree of cover, a target benefits only from the most protective degree. See also chapter 1 (“Combat”).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cover Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a
the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cover Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a
the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Trek to the Prison Varrin has sent word to his agents, and Bethra (chaotic good, dwarf spy) meets the characters when they arrive in Luskan. She provides the uniforms for their chosen cover and
directs them to report to a ship called the Jolly Pelican the following dawn. The ship regularly delivers a fresh rotation of prison staff to Revel’s End and returns the relieved shift to the Sword Coast
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
letting them choose the setbacks, you can give players more agency in crafting the story of their characters’ deeds. Degrees of Failure Sometimes a failed D20 Test has different consequences depending
more means she throws the character in the dungeon for such a display of impudence. Degrees of Success A successful D20 Test can have degrees of success. For example, when characters participate in an
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Trek to the Prison Varrin has sent word to his agents, and Bethra (chaotic good, dwarf spy) meets the characters when they arrive in Luskan. She provides the uniforms for their chosen cover and
directs them to report to a ship called the Jolly Pelican the following dawn. The ship regularly delivers a fresh rotation of prison staff to Revel’s End and returns the relieved shift to the Sword Coast
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. You can cast
can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of –30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops
Orc
Legacy
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Species
Volo's Guide to Monsters
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
chief can plan where to send raiders next.
The territory that orc war parties cover can extend for many miles around the lair, and any encampment or settlement of elves, dwarves, or humans in that
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
as an action, harmlessly shunting anything that can’t fit inside to the nearest unoccupied space. If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt
(which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by raise dead at the next dawn. Once used, this property can’t be used again for 7 days. Cauldron of Rebirth
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the cauldron and cover the corpse with 200 pounds of salt (which costs 10 GP) for at least 8 hours, the salt is consumed and the creature returns to life as if by Raise Dead at the next dawn. Once used, this property can’t be used again for 7 days.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
is permanent unless Artus uses the ring to end the effect as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. Artus can cast one of the
him. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
it’s not rising in a straight line. Cloud cover might even make it look as though it were broken into multiple pieces. After an hour, the Spire returns to normal. 2 A kolyarut (see Morte’s Planar Parade
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
8. Neronvain’s Chambers Neronvain has created a lush living space in this rough-walled cavern, decorating it with select art and craftworks from his raids. Rich carpets and tapestries cover the floor
) becomes numb in 30 minutes, then becomes transparent 1 hour later. After another 2 hours, the affected area painfully returns to normal as the victim takes 27 (6d8) poison damage. If the saving throw is failed, the effect progresses as above but the victim takes 54 (12d8) poison damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30b) is inserted into the lock and turned 90 degrees clockwise, four bolt locks slide back from the surrounding walls, and the door swings inward on adamantine hinges. The door remains open until it is
returns. Netherskull. Unless it has been defeated elsewhere, the death tyrant floats 30 feet above the stone-tiled floor of this 40-foot-high chamber. Netherskull seeks to destroy intruders and animate
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
8. Neronvain’s Chambers Neronvain has created a lush living space in this rough-walled cavern, decorating it with select art and craftworks from his raids. Rich carpets and tapestries cover the floor
. After another 2 hours, the affected area painfully returns to normal as the victim takes 27 (6d8) poison damage. On a failed save, the effect progresses as above but the victim takes 54 (12d8) poison damage instead.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
structure elsewhere on the same plane of existence; it now looks different but uses the same stat block and returns with all its Hit Points.
Actions
Multiattack. The revenant makes two Object Slam
damage.
Invitation. Charisma Saving Throw: DC 17, each creature in a 60-foot Cone. Failure: The target is teleported inside the revenant’s space and swallowed. A swallowed creature has Total Cover
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
approaching from the south can see the prison’s south entrance and the trail that leads up to it. Extreme Cold The temperature outside is at or below 0 degrees Fahrenheit (−18 degrees Celsius) while
flying overhead—one guard descends into the tower to alert the rest of the prison while the others stay at their posts. Getting Inside If the characters use the cover Varrin provided, their ship arrives at
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
approaching from the south can see the prison’s south entrance and the trail that leads up to it. Extreme Cold The temperature outside is at or below 0 degrees Fahrenheit (−18 degrees Celsius) while
flying overhead—one guard descends into the tower to alert the rest of the prison while the others stay at their posts. Getting Inside If the characters use the cover Varrin provided, their ship arrives at
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
cover (see the Basic Rules) against outside threats. A Medium character can’t squeeze through an arrow slit, but a Small character can with a successful DC 10 Dexterity (Acrobatics) check.
Ceilings
temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must make a DC 10 Constitution saving throw at the end of each hour. Creatures with resistance or immunity to cold damage
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
settles and buries creatures in it. A creature buried in this way is blinded and restrained and has total cover. The creature gains one level of exhaustion for every 5 minutes it spends buried in the snow
adapted to cold climates, such as reindeer and snowy owlbears. Temperatures. During Auril’s everlasting winter, the average temperature in Icewind Dale is −49 degrees Fahrenheit (−45 degrees Celsius
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
difficult terrain for Small and Medium creatures, and Tiny creatures have half cover while amid the fungi. A crack in the east wall forms the mouth of a narrow tunnel that leads from the floor of the
. As an action or a bonus action, a creature can turn the pipe 90 degrees in any direction. Crates The crates along the north wall are made of zurkhwood and stacked 5 feet high, and climbing on top of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Travel The rules in the “Exploration” section in the Player’s Handbook cover the basics of travel on a scale ranging from minutes to days. The tools in this section can add excitement to a longer
memorable. Weather 1d20 Temperature 1–14 Normal for the season 15–17 1d4 × 10 degrees Fahrenheit colder 18–20 1d4 × 10 degrees Fahrenheit hotter 1d20 Wind Precipitation 1–12 None None 13–17 Light
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Sigils of flames cover its surface. Shades of red and orange are the prominent colors. 13 Elemental Water
temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. 15 Unbreakable. The item can’t be broken. Special means must be used to destroy it. 16 War Leader. The bearer can use






