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Returning 35 results for 'benefit both diffusing constructs removed'.
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Antitoxin
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Night Hag
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5
trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Candlekeep Mysteries
Unusual Nature. The commoner doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. When it drops to 0 hit points, it becomes a lifeless
":"Club","rollDamageType":"bludgeoning"} bludgeoning damage.To populate the demiplane without endangering any innocents, the Harpers created constructs out of wooden mannequins to act as villagers. Magic
Night Hag (Coven Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10);{"diceNotation":"1d10","rollType
reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Candlekeep Mysteries
charges are expended, but it regains 1d3 expended charges daily at dawn and glows again once it has 1 or more charges.Stone golems are magical constructs cut and chiseled from stone to appear as tall
.
The disk can be removed to reveal the glowing sapphire only when the golem receives a command to use its power from someone whose commands it obeys. Otherwise, the sapphire remains hidden. The
Magic Items
Waterdeep: Dungeon of the Mad Mage
) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.
While holding the shield, you benefit from the following properties.
Winter’s Friend. You are immune to
has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.
Magic Items
Bigby Presents: Glory of the Giants
creature can benefit from only one painted rune at a time, so a new rune painted on a creature has no effect unless the old one is removed first. The rune’s benefits last for 8 hours or until the painted creature uses its action to wipe away the rune.
Equipment
communicate remotely with each other through the device. Whenever the charmed Construct takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Disrupt. Constructs of
turns, ending the effect on itself on a success.
Replacing the Energy Cell. While the device has charges remaining, its energy cell can’t be removed. Once the device has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Geryon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
. This reduction lasts until the poisoned condition is removed.
Teleport. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can
.
Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a DC 21 Wisdom saving throw or derive no benefit from the rest
Geryon (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
. This reduction lasts until the poisoned condition is removed.
Teleport. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can
must succeed on a DC 21 Wisdom saving throw or derive no benefit from the rest.
If Geryon dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.Cold, Fire, PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit
benefit from the rest.
Hellish Doorways. Sapient creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit
derive no benefit from the rest.
Hellish Doorways. Sapient creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Grappler (p. 167) The third benefit has been removed.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Grappler (p. 167) The third benefit has been removed.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Grappler (p. 167) The third benefit has been removed.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Warforged Components The warforged are living constructs. House Cannith has designed a number of magic items that can interface directly with the body of a warforged. Once attached, a component
cannot be removed unless the warforged allows it. The armblade is an example of an item created by House Cannith. Docents are mysterious wondrous items discovered in Xen’drik. These are just a few of the components that can be encountered in the world.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Crossbow Expert (p. 165) The word “loaded” has been removed from the third benefit.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Crossbow Expert (p. 165) The word “loaded” has been removed from the third benefit.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Crossbow Expert (p. 165) The word “loaded” has been removed from the third benefit.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Tavern Brawler (p. 170) The text “and unarmed strikes” has been removed from the second benefit.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Sentinel (p. 169) The text “within 5 feet of you” has been removed from the second benefit.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Warforged Components The warforged are living constructs. House Cannith has designed a number of magic items that can interface directly with the body of a warforged. Once attached, a component
cannot be removed unless the warforged allows it. The armblade is an example of an item created by House Cannith. Docents are mysterious wondrous items discovered in Xen’drik. These are just a few of the components that can be encountered in the world.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Warforged Components The warforged are living constructs. House Cannith has designed a number of magic items that can interface directly with the body of a warforged. Once attached, a component
cannot be removed unless the warforged allows it. The armblade is an example of an item created by House Cannith. Docents are mysterious wondrous items discovered in Xen’drik. These are just a few of the components that can be encountered in the world.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Tavern Brawler (p. 170) The text “and unarmed strikes” has been removed from the second benefit.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Tavern Brawler (p. 170) The text “and unarmed strikes” has been removed from the second benefit.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Sentinel (p. 169) The text “within 5 feet of you” has been removed from the second benefit.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Sentinel (p. 169) The text “within 5 feet of you” has been removed from the second benefit.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Constructed Commoners To populate the demiplane without endangering any innocents, the Harpers created constructs out of wooden mannequins to act as villagers (see the accompanying stat block). Magic
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
fingertips and winds around one arm to the shoulder, chest, and back. The lettering in the Elvish script is tiny but precise and legible. Each character also gains the level 1 benefit and drawback of
gains a new benefit (up to level 4) and a new drawback, in addition to retaining the ones from lower levels. A character can choose to fail the saving throw, and a character instantly becomes aware of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
fingertips and winds around one arm to the shoulder, chest, and back. The lettering in the Elvish script is tiny but precise and legible. Each character also gains the level 1 benefit and drawback of
gains a new benefit (up to level 4) and a new drawback, in addition to retaining the ones from lower levels. A character can choose to fail the saving throw, and a character instantly becomes aware of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Constructed Commoners To populate the demiplane without endangering any innocents, the Harpers created constructs out of wooden mannequins to act as villagers (see the accompanying stat block). Magic
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Constructed Commoners To populate the demiplane without endangering any innocents, the Harpers created constructs out of wooden mannequins to act as villagers (see the accompanying stat block). Magic
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
fingertips and winds around one arm to the shoulder, chest, and back. The lettering in the Elvish script is tiny but precise and legible. Each character also gains the level 1 benefit and drawback of
gains a new benefit (up to level 4) and a new drawback, in addition to retaining the ones from lower levels. A character can choose to fail the saving throw, and a character instantly becomes aware of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
character must concentrate. A Charm can’t be removed from a creature by anything short of divine intervention or a Wish spell. A character can’t benefit from multiple instances of a Charm at the same
of Heroism Supernatural Gift (Charm) This Charm allows you to give yourself the benefit of a Potion of Heroism as a Magic action. Once you do so, the Charm vanishes from you. Charm of Restoration
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
character must concentrate. A Charm can’t be removed from a creature by anything short of divine intervention or a Wish spell. A character can’t benefit from multiple instances of a Charm at the same
of Heroism Supernatural Gift (Charm) This Charm allows you to give yourself the benefit of a Potion of Heroism as a Magic action. Once you do so, the Charm vanishes from you. Charm of Restoration






