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Returning 35 results for 'being being diffusing circle replaced'.
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Spells
Player’s Handbook
by a Protection from Evil and Good or Magic Circle spell can’t be possession;possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target’s body, and
possess a creature’s body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your
Monsters
Thieves’ Gallery
child, and she guards her adoptive community with nature’s ferocity. The Circle of the Moon has taught her to heed her primal instincts, which rarely lead her astray. She can be brusque, but
reverts to her true form if she is incapacitated or dies. She can revert to her true form using a bonus action.
While Doric is transformed, her stat block is replaced by the stat block of that form
Monsters
Van Richten’s Guide to Ravenloft
priest’s next turn.
Circle of Death (Spell; Recharge 5–6;{"diceNotation":"1d6","rollType":"recharge","rollAction":"Circle of Death"}). Each creature in a 60-foot-radius sphere centered on a point
the priest can see within 150 feet of it must make a DC 15 Constitution saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Circle of Death","rollDamageType":"necrotic
Magic Jar
Legacy
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Spells
Basic Rules (2014)
and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the
are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target
Monsters
Van Richten’s Guide to Ravenloft
replaced by that of a flameskull, but it retains its Tattoo of Osybus trait, and all fire damage it deals becomes necrotic damage. The Tattoo of Osybus now appears carved into the skull’s forehead
challenge rating increases by 1. It can cast animate dead and create undead once per day each, using Intelligence as the spellcasting ability, and it gains the following action:
Circle of Death (Spell
Monsters
Van Richten’s Guide to Ravenloft
also increases by 10 feet.
4
Priest of Osybus (Blazing);Blazing. The priest sloughs off its flesh, and its skeleton crumbles away, leaving only its skull. Its stat block is replaced by that of a
1. It can cast animate dead and create undead once per day each, using Intelligence as the spellcasting ability, and it gains the following action:
Circle of Death (Spell; Recharge 5–6
Monsters
Van Richten’s Guide to Ravenloft
. The priest sloughs off its flesh, and its skeleton crumbles away, leaving only its skull. Its stat block is replaced by that of a flameskull, but it retains its Tattoo of Osybus trait, and all fire
, using Intelligence as the spellcasting ability, and it gains the following action:
Circle of Death (Spell; Recharge 5–6;{"diceNotation":"1d6","rollType":"recharge","rollAction":"Circle of Death
Monsters
Van Richten’s Guide to Ravenloft
increases by 10 feet.
4
Priest of Osybus (Blazing);Blazing. The priest sloughs off its flesh, and its skeleton crumbles away, leaving only its skull. Its stat block is replaced by that of a flameskull
can cast animate dead and create undead once per day each, using Intelligence as the spellcasting ability, and it gains the following action:
Circle of Death (Spell; Recharge 5–6;{"diceNotation":"1d6
Monsters
Van Richten’s Guide to Ravenloft
priest sloughs off its flesh, and its skeleton crumbles away, leaving only its skull. Its stat block is replaced by that of a flameskull, but it retains its Tattoo of Osybus trait, and all fire damage it
Intelligence as the spellcasting ability, and it gains the following action:
Circle of Death (Spell; Recharge 5–6;{"diceNotation":"1d6","rollType":"recharge","rollAction":"Circle of Death"}). Each
Monsters
Van Richten’s Guide to Ravenloft
, leaving only its skull. Its stat block is replaced by that of a flameskull, but it retains its Tattoo of Osybus trait, and all fire damage it deals becomes necrotic damage. The Tattoo of Osybus now
following action:
Circle of Death (Spell; Recharge 5–6;{"diceNotation":"1d6","rollType":"recharge","rollAction":"Circle of Death"}). Each creature in a 60-foot-radius sphere centered on a point the priest
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Melding Myconids share everything through melding. Rapport spores carry a tiny bit of all myconids to the other myconids in their circle, to be absorbed and reside within them, and creating a
telepathic familial bond. When the myconids of a circle gather to meld, they share their individual insights, fears, hopes, and dreams. Through the melding, all myconids join together to form the heart and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Melding Myconids share everything through melding. Rapport spores carry a tiny bit of all myconids to the other myconids in their circle, to be absorbed and reside within them, and creating a
telepathic familial bond. When the myconids of a circle gather to meld, they share their individual insights, fears, hopes, and dreams. Through the melding, all myconids join together to form the heart and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Melding Myconids share everything through melding. Rapport spores carry a tiny bit of all myconids to the other myconids in their circle, to be absorbed and reside within them, and creating a
telepathic familial bond. When the myconids of a circle gather to meld, they share their individual insights, fears, hopes, and dreams. Through the melding, all myconids join together to form the heart and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell) or attempting to possess a Humanoid’s body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle
, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game statistics. Meanwhile, the possessed creature’s soul can perceive from the container using its own
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the
replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
Doric The tiefling Doric was taken in by a wood elf enclave in Neverwinter Wood after being abandoned as a child, and she guards her adoptive community with nature’s ferocity. The Circle of the Moon
true form if she is incapacitated or dies. She can revert to her true form using a bonus action.
While Doric is transformed, her stat block is replaced by the stat block of that form, except she keeps
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell) or attempting to possess a Humanoid’s body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle
, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game statistics. Meanwhile, the possessed creature’s soul can perceive from the container using its own
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the
replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell) or attempting to possess a Humanoid’s body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle
, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game statistics. Meanwhile, the possessed creature’s soul can perceive from the container using its own
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
Doric The tiefling Doric was taken in by a wood elf enclave in Neverwinter Wood after being abandoned as a child, and she guards her adoptive community with nature’s ferocity. The Circle of the Moon
true form if she is incapacitated or dies. She can revert to her true form using a bonus action.
While Doric is transformed, her stat block is replaced by the stat block of that form, except she keeps
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell) or attempting to possess a Humanoid’s body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle
, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game statistics. Meanwhile, the possessed creature’s soul can perceive from the container using its own
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the
replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the
replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the
replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
good or magic circle spell can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the
replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell) or attempting to possess a Humanoid’s body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle
, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game statistics. Meanwhile, the possessed creature’s soul can perceive from the container using its own
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
Doric The tiefling Doric was taken in by a wood elf enclave in Neverwinter Wood after being abandoned as a child, and she guards her adoptive community with nature’s ferocity. The Circle of the Moon
true form if she is incapacitated or dies. She can revert to her true form using a bonus action.
While Doric is transformed, her stat block is replaced by the stat block of that form, except she keeps
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell) or attempting to possess a Humanoid’s body. You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle
, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game statistics. Meanwhile, the possessed creature’s soul can perceive from the container using its own
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the characters to return by giving them spell scrolls of teleportation circle keyed to the circles in the gatehouse. If you allow the characters to leave the Doomvault through the gatehouse, the
recaptured or replaced, and new challenges could be set up to foil incursions. Alter the dungeon’s contents as you see fit to account for the returning party’s previous actions and the reactions of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the characters to return by giving them spell scrolls of teleportation circle keyed to the circles in the gatehouse. If you allow the characters to leave the Doomvault through the gatehouse, the
recaptured or replaced, and new challenges could be set up to foil incursions. Alter the dungeon’s contents as you see fit to account for the returning party’s previous actions and the reactions of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the characters to return by giving them spell scrolls of teleportation circle keyed to the circles in the gatehouse. If you allow the characters to leave the Doomvault through the gatehouse, the
recaptured or replaced, and new challenges could be set up to foil incursions. Alter the dungeon’s contents as you see fit to account for the returning party’s previous actions and the reactions of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
disintegrates.
E5. Ritual Room These ancient barracks have been cleared for use as a ritual room. A huge circle of ash has been laid out over the floor, surrounding a skull design painted in human blood
. Around the circle, the cultists of Myrkul kneel in prayer for guidance from their god.There is one cult fanatic here for every character in the party, including sidekicks. Cultists who detect






