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Returning 35 results for 'blocking being diffusing condition revives'.
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Monsters
Monster Manual
Undead Restoration. If the revenant dies, it revives 24 hours later unless Dispel Evil and Good is cast on its remains. If it revives, it animates another group of corpses elsewhere on the same plane
has the Grappled condition (escape DC 15). Until the grapple ends, the target is suffocating. The revenant can have up to two targets Grappled in this way at a time.
Haunting Glare (Recharge 5–6
Monsters
Monster Manual
body is destroyed only if it starts its turn with 0 Hit Points and doesn’t regenerate.
Undead Restoration. If the revenant dies, it revives 24 hours later in a different body unless Dispel Evil
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
Monsters
Monster Manual
Fiendish Restoration. If the arcanaloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly and revives with all its Hit Points in Gehenna.
Magic Resistance. The
is trapped in a demiplane inside the Soul Tome. While trapped there, the target has the Incapacitated condition. At the end of each of its turns, the target repeats the save, escaping the tome on a
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollAction":"Paralyzing Touch", "rollDamageType":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of Sammaster’s next turn.
Spellcasting. Sammaster casts one of the
":"damage", "rollAction":"Terrifying Presence", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the end of its next turn. Failure or Success: Sammaster can
Monsters
Forgotten Realms: Adventures in Faerûn
":"2d12", "rollType":"damage", "rollAction":"Terrifying Presence", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the end of its next turn. Failure or
a magical soul gem in the same fashion as dracoliches. When destroyed in his lich form, Sammaster revives in the form of a dracolich with his soul gem as its heart. He can be permanently destroyed
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Rock", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or have the prone condition.
Petrifying Touch (Recharge 5–6
saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Petrifying Touch", "rollDamageType":"force"} force damage and have the restrained condition as it begins to turn to
Monsters
Vecna: Eve of Ruin
frightened condition.
Legendary Resistance (3/Day). If Kas fails a saving throw, he can choose to succeed instead.
Regeneration. Kas regains 20 hit points at the start of his turn if he has at least 1
blood to sow terror rather than for sustenance. If destroyed, Kas revives in 1d100;{"diceNotation":"1d100", "rollType":"roll", "rollAction":"Strength of the Night"} nights in an unoccupied space in
Compendium
- Sources->Dungeons & Dragons->Monster Manual
revenant dies, it revives 24 hours later unless Dispel Evil and Good is cast on its remains. If it revives, it animates another group of corpses elsewhere on the same plane of existence; it now looks
+ 5) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). Until the grapple ends, the target is suffocating. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
revenant dies, it revives 24 hours later unless Dispel Evil and Good is cast on its remains. If it revives, it animates another group of corpses elsewhere on the same plane of existence; it now looks
+ 5) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). Until the grapple ends, the target is suffocating. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
revenant dies, it revives 24 hours later unless Dispel Evil and Good is cast on its remains. If it revives, it animates another group of corpses elsewhere on the same plane of existence; it now looks
+ 5) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). Until the grapple ends, the target is suffocating. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Hit Points and doesn’t regenerate.
Undead Restoration. If the revenant dies, it revives 24 hours later in a different body unless Dispel Evil and Good is cast on its corpse. If it revives, it animates
30 feet. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. If
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Hit Points and doesn’t regenerate.
Undead Restoration. If the revenant dies, it revives 24 hours later in a different body unless Dispel Evil and Good is cast on its corpse. If it revives, it animates
30 feet. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. If
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Hit Points and doesn’t regenerate.
Undead Restoration. If the revenant dies, it revives 24 hours later in a different body unless Dispel Evil and Good is cast on its corpse. If it revives, it animates
30 feet. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. If
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tasks, retreating into a spacious cavern and blocking out all distractions. Creating a masterwork can become such a driving obsession that death can’t stop it: a giant who dies while creating art might
, Perception +5, Stealth +8
Condition Immunities charmed, exhaustion, frightened, petrified
Senses darkvision 60 ft., passive Perception 15
Languages Giant
Challenge 9 (5,000 XP) Proficiency Bonus +4
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tasks, retreating into a spacious cavern and blocking out all distractions. Creating a masterwork can become such a driving obsession that death can’t stop it: a giant who dies while creating art might
, Perception +5, Stealth +8
Condition Immunities charmed, exhaustion, frightened, petrified
Senses darkvision 60 ft., passive Perception 15
Languages Giant
Challenge 9 (5,000 XP) Proficiency Bonus +4
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tasks, retreating into a spacious cavern and blocking out all distractions. Creating a masterwork can become such a driving obsession that death can’t stop it: a giant who dies while creating art might
, Perception +5, Stealth +8
Condition Immunities charmed, exhaustion, frightened, petrified
Senses darkvision 60 ft., passive Perception 15
Languages Giant
Challenge 9 (5,000 XP) Proficiency Bonus +4
Kobold
Legacy
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Species
Volo's Guide to Monsters
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
responsible for blocking tunnels to deter pursuit.
Kobolds feel a cool affinity or something like kinship for other members of their tribe, but they are rarely affectionate with each other. Two kobolds
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
condition until the start of its next turn. While Teremini concentrates on her ritual, spherical barriers of solid moonlight also surround each lunar crystal dais. Nothing can physically pass through
minutes. Solid moonlight also extends into the Ethereal Plane, blocking ethereal travel through it. The ritual is powered by the rod piece and is therefore unaffected by the Antimagic Field spell.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
condition until the start of its next turn. While Teremini concentrates on her ritual, spherical barriers of solid moonlight also surround each lunar crystal dais. Nothing can physically pass through
minutes. Solid moonlight also extends into the Ethereal Plane, blocking ethereal travel through it. The ritual is powered by the rod piece and is therefore unaffected by the Antimagic Field spell.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
condition until the start of its next turn. While Teremini concentrates on her ritual, spherical barriers of solid moonlight also surround each lunar crystal dais. Nothing can physically pass through
minutes. Solid moonlight also extends into the Ethereal Plane, blocking ethereal travel through it. The ritual is powered by the rod piece and is therefore unaffected by the Antimagic Field spell.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition
points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned. Once you use this feature, you can’t use it again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition
points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned. Once you use this feature, you can’t use it again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 120 ft
attack rolls against any creature that has the frightened condition.
Legendary Resistance (3/Day). If Kas fails a saving throw, he can choose to succeed instead.
Regeneration. Kas regains 20 hit
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
(+5)
CHA
19 (+4)
Saving Throws Con +9, Wis +9, Cha +8
Skills Perception +13, Stealth +7
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 23
Languages Common, Druidic, Sylvan
Challenge 10 (5,900 XP) Proficiency Bonus +4
Fey Rebirth. If Yarnspinner dies in his Domain of Delight, he revives with all his hit points 1d4 days later in a safe
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
(+5)
CHA
19 (+4)
Saving Throws Con +9, Wis +9, Cha +8
Skills Perception +13, Stealth +7
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 23
Languages Common, Druidic, Sylvan
Challenge 10 (5,900 XP) Proficiency Bonus +4
Fey Rebirth. If Yarnspinner dies in his Domain of Delight, he revives with all his hit points 1d4 days later in a safe
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition
points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned. Once you use this feature, you can’t use it again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
(+5)
CHA
19 (+4)
Saving Throws Con +9, Wis +9, Cha +8
Skills Perception +13, Stealth +7
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 23
Languages Common, Druidic, Sylvan
Challenge 10 (5,900 XP) Proficiency Bonus +4
Fey Rebirth. If Yarnspinner dies in his Domain of Delight, he revives with all his hit points 1d4 days later in a safe
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
frightened condition until the start of the creature’s next turn. 2 Ectoplasmic. Otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its
(+3)
INT
18 (+4)
WIS
17 (+3)
CHA
11 (+0)
Saving Throws Int +7, Wis +6, Cha +3
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 13
Languages any
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
frightened condition until the start of the creature’s next turn. 2 Ectoplasmic. Otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its
(+3)
INT
18 (+4)
WIS
17 (+3)
CHA
11 (+0)
Saving Throws Int +7, Wis +6, Cha +3
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 13
Languages any
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 120 ft
attack rolls against any creature that has the frightened condition.
Legendary Resistance (3/Day). If Kas fails a saving throw, he can choose to succeed instead.
Regeneration. Kas regains 20 hit
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
frightened condition until the start of the creature’s next turn. 2 Ectoplasmic. Otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its
(+3)
INT
18 (+4)
WIS
17 (+3)
CHA
11 (+0)
Saving Throws Int +7, Wis +6, Cha +3
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 13
Languages any
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 120 ft
attack rolls against any creature that has the frightened condition.
Legendary Resistance (3/Day). If Kas fails a saving throw, he can choose to succeed instead.
Regeneration. Kas regains 20 hit
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock’s song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with
)
CON
13(+1)
INT
6(−2)
WIS
8(−1)
CHA
7(−2)
Skills Acrobatics +4, Perception +3
Damage Vulnerabilities thunder
Condition Immunities frightened
Senses darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock’s song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with
)
CON
13(+1)
INT
6(−2)
WIS
8(−1)
CHA
7(−2)
Skills Acrobatics +4, Perception +3
Damage Vulnerabilities thunder
Condition Immunities frightened
Senses darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock’s song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with
)
CON
13(+1)
INT
6(−2)
WIS
8(−1)
CHA
7(−2)
Skills Acrobatics +4, Perception +3
Damage Vulnerabilities thunder
Condition Immunities frightened
Senses darkvision 60 ft






