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Returning 35 results for 'block before deafened creature read'.
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block before deafened creature reach
block before defend creature reach
block before deafen creature reach
block before deafened creature rend
block before defend creature rest
Magic Items
Dungeon Master’s Guide
picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block).
The titan is Hostile toward all other creatures and
When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself. The DM
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can’t regain Hit Points or gain
Bloodied.
Cacophony (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cacophony"}. Wisdom Saving Throw: DC 10, one creature in the swarm’s space. Failure: The target has
Magic Items
Dungeon Master’s Guide
failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a
Spells
Player’s Handbook
Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment
, read its thoughts, or magically detect its location, and no spell—not even Wish—can gather information about the target, observe it remotely, or control its mind.
Spells
Player’s Handbook
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Spells
Player’s Handbook
You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an
0–20
The target dies.
21–30
The target has the Blinded, Deafened, and Stunned conditions for 1 hour.
31–40
The target has the Blinded and Deafened conditions for 10 minutes.
41–50
The target has the Deafened condition for 1 minute.
Spells
Player’s Handbook
For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to
Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
Magic Items
Dungeon Master’s Guide
creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your
the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the
Monsters
Monster Manual
.
Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12).
Unsettling Visage (Recharge 6);{"diceNotation
":"1d6", "rollType":"recharge", "rollAction":"Unsettling Visage"}. Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. Failure
Monsters
Monster Manual
Shielded Mind. The couatl’s thoughts can’t be read by any means, and other creatures can communicate with it telepathically only if it allows them.Bite. Melee Attack Roll: +7
, and the target has the Poisoned condition until the end of the couatl’s next turn.
Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet
Monsters
Monster Manual
’s thoughts can’t be read by any means, and magic can’t detect its location or observe it remotely.Tentacle. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit
Throw: DC 10, one creature the flumph can see within 15 feet. Failure: The target is coated in a foul-smelling liquid, exudes a stench for 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction
Monsters
Monster Manual
"} Lightning damage, and the target has the Blinded and Deafened conditions until the start of the giant’s next turn.
Lightning Storm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Lightning Storm"}. Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10
Monsters
Monster Manual
Haunted Zone. Constitution Saving Throw: DC 17, any creature that casts a spell while inside the revenant’s space. Failure: The spell fails and is wasted.
Undead Restoration. If the revenant
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
Magic Items
Dungeon Master’s Guide
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can
in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Monsters
Monster Manual
", "rollAction":"Avalance Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature and the galeb duhr moved 20+ feet straight toward it immediately before the hit
Boulders (1/Day). The galeb duhr magically animates one or two boulders it can see within 60 feet of itself. Each boulder uses the Galeb Duhr stat block, except it has Intelligence and Charisma scores
Monsters
Monster Manual
Incubus Form. When the succubus finishes a Long Rest, it can shape-shifting;shape-shift into an Incubus, using that stat block instead of this one.Multiattack. The succubus makes one Fiendish Touch
components and using Charisma as the spellcasting ability (spell save DC 15).
Draining Kiss. Constitution Saving Throw: DC 15, one creature Charmed by the succubus within 5 feet. Failure: 13 (3d8
Spells
Player’s Handbook
Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.
Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6.
Monsters
Monster Manual
Succubus Form. When the incubus finishes a Long Rest, it can shape-shifting;shape-shift into a Succubus, using that stat block instead of this one. Any equipment it’s wearing or carrying isn
", "rollType":"recharge", "rollAction":"Nightmare"}. Wisdom Saving Throw: DC 15, one creature the incubus can see within 60 feet. Failure: If the target has 20 Hit Points or fewer, it has the Unconscious
Monsters
Monster Manual
of existence; it now looks different but uses the same stat block and returns with all its Hit Points.Multiattack. The revenant makes two Suffocate attacks.
Suffocate. Melee Attack Roll: +8
"} Bludgeoning damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Suffocate", "rollDamageType":"Necrotic"} Necrotic damage. If the target is a Large or smaller creature, it
Magic Items
Dungeon Master’s Guide
Each Scroll of Protection works against creatures of a specific creature type chosen by the DM or determined by rolling on the following table.
1d100
Creature Type
01-10
Scroll of
(Oozes);Oozes
86-90
Scroll of Protection (Plants);Plants
91-00
Scroll of Protection (Undead);Undead
Using a Magic action to read the scroll creates a 5-foot Emanation originating
Spells
Player’s Handbook
One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns
, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Spells
Player’s Handbook
of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone
, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with
Magic Items
Dungeon Master’s Guide
that tries to read from the book takes 24d6 Radiant damage. This damage ignores Resistance and Immunity, and it can’t be reduced or avoided by any means. A creature reduced to 0 Hit Points by
’s authors filled the pages with their own visions of true virtue, providing guidance for defeating evil.
The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it
Monsters
Monster Manual
":"Lightning Breath"}. Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10);{"diceNotation":"15d10", "rollType":"damage", "rollAction":"lightning
breath", "rollDamageType":"Lightning"} Lightning damage. Success: Half damage.
Repulsion Breath. Strength Saving Throw: DC 23, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet
Spells
Player’s Handbook
, 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
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
Spells
Player’s Handbook
, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
Spells
Player’s Handbook
Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
Spells
Player’s Handbook
, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
Monsters
Monster Manual
and Good is cast on its corpse. If it revives, it animates a Humanoid corpse elsewhere on the same plane of existence; it now looks different but uses the same stat block and returns with all its Hit
(2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Necrotic"} Necrotic damage.
Vengeful Glare. Wisdom Saving Throw: DC 15, one creature the revenant can
Magic Items
Dungeon Master’s Guide
. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.
take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw
Spells
Player’s Handbook
script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.
If the spell is dispelled, the original script and the illusion both disappear.
A creature that has Truesight can read the hidden message.
Spells
Player’s Handbook
. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
Magic Items
Dungeon Master’s Guide
the following table (see the Monster Manual for the creature’s stat block).
1d100
Contents
0-50
No creature
51
Arcanaloth
52-54
Bone Devil
55-56
Cambion
57
While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane
Spells
Player’s Handbook
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
Monsters
Monster Manual
Animal Lordship. An animal lord represents a Forager (DM’s choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw
":"Radiant"} Radiant damage.
Animal Spirit. The animal lord conjures an animal spirit that strikes at a creature and then disappears. Dexterity Saving Throw: DC 20, one creature the animal lord can see






