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Returning 30 results for 'being blast diffusing container returning'.
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Spells
Player’s Handbook
take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you are aware of your
Magic Jar
Legacy
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Spells
Basic Rules (2014)
surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your
.
While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Arcane Bolt", "rollDamageType":"force"} force damage.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. The alhoon magically emits psychic
energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4);{"diceNotation":"4d8+4", "rollType":"damage", "rollAction":"Mind Blast
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Thrym. When the cradle drops to 0 hit points, its body shatters into shards of ice. The scion instantly appears in the space the
"}. The cradle exhales a blast of frost in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, a creature takes 52 (8d12);{"diceNotation":"8d12
Monsters
Princes of the Apocalypse
has advantage on saving throws against spells and other magical effects.Multiattack. Imix makes two slam attacks or two flame blast attacks.
Slam. Melee Weapon Attack: +12;{"diceNotation":"1d20+12
damage plus 18 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Slam","rollDamageType":"fire"} fire damage.
Flame Blast. Ranged Spell Attack: +12;{"diceNotation":"1d20+12","rollType
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
senses, but it can’t move and it is Incapacitated. While possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your
possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your
possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
senses, but it can’t move and it is Incapacitated. While possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
two flame blast attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 18 (5d6) fire damage.
Flame Blast. Ranged Spell Attack: +12 to
. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Imix regains spent legendary actions at the start of his turn.
Heat Wave. Imix creates a blast
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
vanishes. If an item that you created with this feature is a container, such as a Bag of Holding, and it vanishes, its contents harmlessly appear in and around its space. Spellcasting Focus. You can use
cursed* Varies Goggles of Night No Manifold Tool† Yes Repeating Shot† Yes Returning Weapon† No Rope of Climbing No Sending Stones No Shield, +1 No Wand of Magic Detection No Wand of Secrets No Wand of the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to by the same name. Collaborative Undeath To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and
. Hit: 14 (4d6) cold damage, and the alhoon regains 14 hit points.
Arcane Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage.
Mind Blast (Recharge 5–6). The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
can conveniently be the next one the characters pick after returning from the third portal, unless you want to have the characters run through more portal encounters. When the characters enter the
bandits with it — a pair of guards held back from previous encounters, and who are now the last survivors of the Six’s forces. In battle, Szorrulax uses Mind Blast on as many characters as possible
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of
on saving throws against any effect that turns undead.
Actions
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage.
Mind Blast (Recharge 5–6). The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
warlock before returning to the howling chaos of Pandemonium. Raxivort’s warlocks are respected and feared in xvart society, but they have little interest in political power. They scour the
): eldritch blast, mage hand, minor illusion, poison spray, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, expeditious retreat, invisibility, scorching ray
Low Cunning. The
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
paladin of Dumathoin who excavated this home more than 60 years ago. Dumathoin tasked Marthungrim with returning spirits to rest when a crypt for the god’s faithful was corrupted. Marthungrim learned
orchard to investigate, the cow totters clumsily into the Town Green. As soon as a character approaches within 5 feet of her, Daisy vomits forth four psychic gray oozes. The oozes use Mind Blast as often as
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Bonus +7
Awakening of the Scion. The cradle is a container for the scion of Grolantor. When the cradle drops to 0 hit points, its body crumbles to dirt and moss. The scion instantly appears in the
, Primordial
Challenge 26 (90,000 XP) Proficiency Bonus +8
Awakening of the Scion. The cradle is a container for the scion of Memnor. When the cradle drops to 0 hit points, its body dissipates into
Equipment
.
57–58
A blast of raw contaminated energy explodes forth from the triggering creature in a 20-foot radius. All other creatures in the area must make a DC 15 Constitution saving throw. They
end of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a
Equipment
choice.
57–58
A blast of raw contaminated energy explodes forth from the triggering creature in a 20-foot radius. All other creatures in the area must make a DC 15 Constitution saving
throw at the end of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s
Equipment
–58
A blast of raw contaminated energy explodes forth from the triggering creature in a 20-foot radius. All other creatures in the area must make a DC 15 Constitution saving throw. They suffer
each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a roaring
Equipment
.
57–58
A blast of raw contaminated energy explodes forth from the triggering creature in a 20-foot radius. All other creatures in the area must make a DC 15 Constitution saving throw. They
end of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a
Equipment
.
57–58
A blast of raw contaminated energy explodes forth from the triggering creature in a 20-foot radius. All other creatures in the area must make a DC 15 Constitution saving throw. They
end of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a
Equipment
.
57–58
A blast of raw contaminated energy explodes forth from the triggering creature in a 20-foot radius. All other creatures in the area must make a DC 15 Constitution saving throw. They
of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a roaring
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
–electrum–silver on each end, and silver–electrum–platinum on the top. The box has properties similar to those of a bag of holding—although the container is but 10 inches long by 6 inches wide and 4 inches
of protection (fiends). Number 5 contains a scroll of gibberish with an explosive runes glyph of warding on it (spell save DC 15). Number 6 has two spell scrolls, one of delayed blast fireball and one
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
with ivory handles (200 gp) 340 sp scattered loosely inside the container A silver goblet (50 gp) with the insignia of Prince Monmurg—a spire rising against a blue ocean sky—pressed into the bottom
immediately awaken two sahuagin hatchling swarms (see appendix C) from the eggs around them. The swarms attack the characters, while the priestesses try to flee, returning promptly with any surviving sahuagin
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each
exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes. Balor
Huge fiend (demon), chaotic evil
Armor Class 19 (natural
that have deserted their lords. Capturing and returning such traitors allows a chasme to torment the victim without fear of reprisal. Chasme
Large fiend (demon), chaotic evil
Armor Class 15 (natural
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
bronze horn to warn the hall (see area 2). The giant has four rocks for throwing. If the characters are returning after severely defeating the giants, a ballista (from the arsenal at 10A) will be set up
the like. There are smaller boxes of salt, and a screw-top copper container filled with spices (wonderfully hot peppers). Tuns of wine and casks of beer are kept handy near the door. The most common
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the githyanki scouts now inhabiting area B7. Returning to Illithinoch. The characters can return to Illithinoch through the gateway for seven days. After that, the gateway becomes unstable. A character
skin violet and given them squirming face tentacles. They have the statistics of aberrant zealots with the following additional action: Mind Blast (Recharge 5–6). The zealot magically emits psychic
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hours later. Casting a hallow spell on the crypt prevents the banshee from returning for as long as the spell lasts. Treasure. Read the following text when the characters investigate Patrina’s crypt
gp. If touched by an evil creature, the holy symbol is consumed in a blast of intense light that deals 11 (2d10) radiant damage to all creatures within 5 feet of it. Characters familiar with Barovian






