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Returning 35 results for 'blessing before dead creature reactions'.
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Spells
Player’s Handbook
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the duration, the target appears dead to outward inspection and to spells used to determine
Spells
Player’s Handbook
With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died.
The creature returns to life with all its
Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead
Monsters
Monster Manual
again until the start of its next turn.PoisonUnicorn’s Blessing (3/Day). The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting.
, Druidcraft1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of RecallLegendary Action Uses: 3. Immediately after another creature’s turn, the unicorn can expend a use to
Spells
Player’s Handbook
With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died.
The creature returns to life with 1 Hit Point. This spell also
neutralizes any poisons that affected the creature at the time of death.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs
Spells
Player’s Handbook
You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the
Goliath
7
Halfling
8
Human
9
Orc
10
Tiefling
The reincarnated creature makes any choices that a species’ description offers, and the creature recalls its former
Magic Items
Dungeon Master’s Guide
.
Raise Dead. As a Magic action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as a Magic action, harmlessly
) 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
Monster Manual
its next turn. While Poisoned, the target can take either an action or a Bonus Action on its turn, not both, and it can’t take Reactions.
Swarm. The swarm can occupy another creature’s
Fetid Aura. Constitution Saving Throw: DC 12, any creature that starts its turn in a 10-foot Emanation originating from the swarm. Failure: The target has the Poisoned condition until the start of
Spells
Player’s Handbook
Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic
damage and can’t take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Monsters
Monster Manual
", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 40 (9d8);{"diceNotation":"9d8", "rollType":"damage
", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage. Success: Half damage.
Slowing Breath. Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: The target can&rsquo
Monsters
Monster Manual
. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.Acid
", "rollDamageType":"Slashing"} Slashing damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 11, each creature in a 20
Spells
Player’s Handbook
container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature’s soul is in the
surroundings as if you were in 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
Monsters
Monster Manual
":"Slashing"} Slashing damage.Confusing Gaze (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Confusing Gaze"}. Wisdom Saving Throw: DC 14, each creature in a 30-foot Cone
. Failure: The target can’t take Reactions until the start of the umber hulk’s next turn, and the target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Confusing Gaze"} to
Monsters
Monster Manual
12. Failure: 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Confusion Ray", "rollDamageType":"Psychic"} Psychic damage, and the target can’t take Reactions until the end of
its next turn. On its next turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t
Monsters
Monster Manual
Death Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6);{"diceNotation":"9d6", "rollType
the balor’s turns, each creature in a 5-foot Emanation originating from the balor takes 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire
Magic Items
Dungeon Master’s Guide
within 10 feet of the wand is destroyed.
Any creature besides Orcus that tries to attune to the wand makes a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 Necrotic damage
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
Monsters
Monster Manual
. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 22, each creature in an
Monsters
Monster Manual
Drain", "rollDamageType":"Necrotic"} Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.
Create Specter. The wraith targets a
Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. The target’s spirit rises as a Specter in the space of its corpse or in the nearest unoccupied space. The
Monsters
Monster Manual
", "rollDamageType":"Necrotic"} Necrotic damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
At Will: Speak with Dead
, ThaumaturgySpirit Wail (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Spirit Wail"}. Wisdom Saving Throw: DC 14, each creature in a 20-foot Emanation originating from the cultist
Magic Items
Dungeon Master’s Guide
person, you can take a Magic action to recite words from its pages in a foul, dead language. Each time you do so, you take 1d12 Psychic damage, and each creature within 15 feet of you takes 3d6 Psychic
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
Monsters
Monster Manual
. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 18, each creature in an
Monsters
Monster Manual
Stench. Constitution Saving Throw: DC 13, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned condition until the start of its
components and using Intelligence as the spellcasting ability:
At Will: Speak with Dead, ThaumaturgyNecrotic, Poison
Spells
Player’s Handbook
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 any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is
Spells
Player’s Handbook
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll
’t move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.
9–10
The target chooses its
Monsters
Monster Manual
Hand, Prestidigitation 2/Day Each: Animate Dead, Dimension Door, Plane Shift 1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, ScryingProtective Magic. The lich casts Counterspell or Shield
in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the lich can
Spells
Player’s Handbook
Hallow. The affected area has the following effects.
Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t
willingly enter the area, and any creature that is possession;possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them
Monsters
Monster Manual
Ethereal Plane, the hag casts Dream, using the same spellcasting ability as Spellcasting. Only the hag can serve as the spell’s messenger, and the target must be a creature the hag can see on the
raised from the dead until its soul is released.
Spellcasting. The hag casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save
Monsters
Monster Manual
Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8);{"diceNotation":"12d8", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage. Success
", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Fear, Melf's Acid Arrow (level 3 version)
1/Day Each: Speak with Dead, Vitriolic
Monsters
Monster Manual
Throw: DC 22, each creature in a 90-foot-long, 10-foot-wide Line. Failure: 67 (15d8);{"diceNotation":"15d8", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage
":"1d20+13", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Fear, Melf's Acid Arrow (level 4 version) 1/Day Each: Create Undead, Speak with Dead
Monsters
Monster Manual
":"Necrotic"} Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point
maximum decreases by 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction":"Rotting Fist"} every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack
Monsters
Monster Manual
Escape"} days. When the hag teleports away, each creature within 60 feet of the space it left is cursed. Until the curse ends, a creature has Disadvantage on ability checks and saving throws, and the
":"Force"} Force damage. If the target is a Large or smaller creature, it has the Prone condition.
Crackling Wave. Dexterity Saving Throw: DC 22, each creature in a 60-foot Cone. Failure: 32 (5d12
Spells
Player’s Handbook
spell’s level Bludgeoning damage.
Reactions
Berserk Lashing (Clay Only). Trigger: The spirit takes damage from a creature. Response: The spirit makes a Slam attack against that creature if
, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when
Monsters
Monster Manual
", "rollDamageType":"Necrotic"} Necrotic damage. Until the end of the target’s next turn, the target’s Speed is halved; the target can’t take Reactions; and it can take either an action or a
Unconscious condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake it. 8: Petrification Ray. Constitution Saving Throw: DC 16
Monsters
Monster Manual
", "rollAction":"Slowing ray", "rollDamageType":"Necrotic"} Necrotic damage. Until the end of the target’s next turn, the target can’t take Reactions; its Speed is halved; and it can take
). Failure: The target has the Unconscious condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake it.
Petrification Ray
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollAction":"Oppressive Burst", "rollDamageType":"Psychic"} Psychic damage, and the target can’t take Reactions until the start of the cultist’s next turn.
Spellcasting. The cultist casts one of
their hands as a sign of devotion.
Cultists
The adventurers Bane, Bhaal, and Myrkul seized divinity but were slain for their hubris. All three have been reborn and are now known as the Dead Three
Magic Items
Forgotten Realms: Adventures in Faerûn
cover. The Tome of the Dragon contains the secret ritual to transform a dragon or a dead dragon’s body into a dracolich.
To decipher and use the Tome of the Dragon, you must be either a
requirements to use the tome.
To create a dracolich using a Tome of the Dragon, you must have continuous access to the body of an adult or ancient dragon (either living or dead), as well as 80,000 GP worth of






