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Returning 35 results for 'bodies body diffusing chosen rules'.
Spells
Player’s Handbook
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target’s body is left
behind in a state of suspended animation; it has the Unconscious condition, doesn’t need food or air, and doesn’t age.
A target’s astral form resembles its body in almost every way
Monsters
Monster Manual
Amphibious. The aboleth can breathe air and water.
Eldritch Restoration. If destroyed, the aboleth gains a new body in 5d10;{"diceNotation":"5d10", "rollType":"roll", "rollAction":"Eldritch
Restoration"} days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.
Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose
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
. Magical Darkness created by spells of a level lower than this spell can’t extinguish the light.
Peaceful Rest. Dead bodies interred in the area can’t be turned into Undead.
Extradimensional
Magic Items
Dungeon Master’s Guide
you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it disappears. Unless the card is the Fool or
combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
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 know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Heated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit
Classes
Player’s Handbook
’s Tools or Musical Instrument
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 5 Dagger;Daggers, Artisan’s Tools or Musical Instrument chosen for the tool
.
19
+6
Epic Boon
1d12
19
+30 ft.
20
+6
Body and Mind
1d12
20
+30 ft.
Monk Class Features
As a Monk, you gain the following class features when you reach the specified Monk levels. These features are listed in the Monk Features table.
Magic Items
Forgotten Realms: Heroes of Faerûn
This magical tattoo contains the essence of a level 1–3 spell chosen by the tattoo’s creator. While the tattoo is on your body, you always have the associated spell prepared, and you can
Species
Eberron: Forge of the Artificer
plates form a protective outer shell and reinforce joints. The more a warforged cultivates their individuality, the more likely they are to modify their body, seeking out an artifi cer to customize the
look of their face, limbs, and plating.
Warforged Traits
Creature Type: ConstructSize: Medium (about 6–8 feet tall) or Small (about 3–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Species
Lorwyn: First Light
cold logic and rejected reactionary responses. As a result, the magical flames that engulfed their bodies took on a frigid air, and they became rimekin.
Like flamekin, rimekin possess innate magic
rimekin touch. Any armor worn or weapons wielded by rimekin become coated in layers of spiky yet harmless hoarfrost.
Rimekin Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Species
Eberron: Forge of the Artificer
. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also possess prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While
: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Monsters
Forgotten Realms: Adventures in Faerûn
Amphibious. Biha Babir can breathe air and water.
Elemental Restoration. If Biha Babir dies outside the Elemental Plane of Water, her body dissolves into brine, and she gains a new body in 1d4
again until the start of her next turn.Scheming Marid Ruler
The calculating Biha Babir rules the pelagic city of Maran Saya in Calimshan. Though her physical form is as fluid as the ocean itself, she
Monsters
Forgotten Realms: Adventures in Faerûn
magic pervading the Underdark twists deep dragons as they grow, so few adult deep dragons look alike. Their skin is usually pitted by fungal growths that spread across the body. Although lacking the
Underdark. They are stealthy hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly
Monsters
Fizban's Treasury of Dragons
chosen takes damage from a creature within 5 feet of it, it can make a Shortsword attack with advantage against that creature.Dragon chosen are mighty warriors who offer their bodies as vessels for a
Multiattack. The chosen makes one Handaxe attack and two Shortsword attacks.
Handaxe. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Handaxe"} to hit
Astral Projection
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you
your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
Way of the Four Elements
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.
Many monks of this tradition tattoo their bodies with
Monk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
. Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of
the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
":"piercing"} piercing damage.
Invisibility Cloak (3/Day). The star lancer and one creature riding it (chosen by the star lancer) magically turn invisible. This effect lasts until the star lancer or a
invisible for the duration of the Invisibility Cloak.Drifting in the Astral Sea are the petrified husks of dead gods, their colossal bodies riddled with natural tunnels and caverns. While exploring the
Monsters
Storm King's Thunder
, the target is incapacitated, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can’t be targeted by any attack, spell, or other effect, and it
, feats, and proficiencies.
The possession lasts until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the
Monsters
Storm King's Thunder
, the target is incapacitated, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can’t be targeted by any attack, spell, or other effect, and it
, feats, and proficiencies.
The possession lasts until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the
Equipment
Grievous Wound while wearing a Prosthetic that replaces the lost or wounded body part.
Some Prosthetics can be enchanted with magic, giving them even further powers. Rules for Magical Prosthetics can be found in the Grim Hollow Campaign Guide.
Magic Items
The Book of Many Things
curse to you. As long as you remain cursed, you’re unwilling to part with the armor. Taking it off fails to end the curse. While cursed in this way, you feel disconnected from your body
, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and
Monsters
Van Richten’s Guide to Ravenloft
carrionette and the target die. A protection from evil and good spell cast on the controlled body drives the carrionette out and returns the consciousness of both creatures to their original bodies
spell, it must succeed on a DC 12 Charisma saving throw or have its consciousness swapped with the carrionette. The carrionette gains control of the target’s body, and the target is unconscious
races
Hederans are living embodiments of alpine trees, sentient beings of bark and leaf whose bodies host moss, holly and fungi. Their outer skin is made of thick bark that toughens with age, and beneath
its body release pollen and a single silver seed forms upon its back. The seed must be planted within a week, or it will wither away, but from it a new hederan sapling will grow.
Once planted by their
Monsters
Spelljammer: Adventures in Space
object.
Crew of the Last Breath. The following rules apply to Agony the ghost:
As long as the Last Breath has at least 1 hit point, the ghost can’t be permanently slain. If the ghost is reduced
ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body
magic-items
action to cause the tattoo to animate and move off your body, appearing in an unoccupied space of your choice within 60 feet. For the next 10 minutes, it uses the stat block of the chosen creature
commands, the creature defends itself but takes no other action. At the end of the 10 minutes, or when the creature is reduced to 0 Hit Points, it returns to your body as a tattoo. Once you have used a
magic-items
action to cause the tattoo to animate and move off your body, appearing in an unoccupied space of your choice within 60 feet. For the next 10 minutes, it uses the stat block of the chosen creature. During
commands, the creature defends itself but takes no other action. At the end of the 10 minutes, or when the creature is reduced to 0 Hit Points, it returns to your body as a tattoo. Once you have used a Magic action to animate this tattoo, it can’t be used again until 3 days pass.
magic-items
;s rarity, as shown in the table below.
You can take the Magic action to cause the tattoo to animate and move off your body, appearing in an unoccupied space of your choice within 60 feet. For the
next 10 minutes, it uses the stat block of the chosen creature. During this time, the creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn
Monsters
Mordenkainen Presents: Monsters of the Multiverse
chosen by the tortle: cold;{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Nature's Wrath (Cold)", "rollDamageType":"cold"}, fire;{"diceNotation":"2d6+2", "rollType":"damage", "rollAction
around them.
Tortles
Tortles are omnivorous, turtle-like bipeds with shells that cover most of their bodies. Because they carry their homes on their backs, tortles feel little need to stay put for
Monsters
Quests from the Infinite Staircase
.
Rejuvenation. When he is destroyed, Nafik gains a new body in 24 hours if his heart is intact, regaining all his hit points. The new body appears in an unoccupied space within 5 feet of Nafik’s
"} for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the Remove Curse spell or
Monsters
Quests from the Infinite Staircase
turn with 0 hit points and doesn’t regenerate.
Thorny Body. At the start of its turn, the vegepygmy deals 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Thorny Body
their master’s orders to hunt prey with deadly ferocity.
Vegepygmies
Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by
Monsters
Fizban's Treasury of Dragons
that covers the grafted areas of its body. A dragonflesh grafter can belch forth a gout of corrosive acid in a mockery of dragon breath.
As a universal effect of their experimentation, grafters become
baubles.
Dragonflesh Grafters
Dragonflesh grafters practice forbidden rituals and risky experiments on themselves, modifying their bodies and minds to emulate the dragons they revere. They
magic-items
action to cause the tattoo to animate and move off your body, appearing in an unoccupied space of your choice within 60 feet. For the next 10 minutes, it uses the stat block of the chosen creature
commands, the creature defends itself but takes no other action. At the end of the 10 minutes, or when the creature is reduced to 0 Hit Points, it returns to your body as a tattoo. Once you have used a
Monsters
Van Richten’s Guide to Ravenloft
Order of Ansel subjected themselves to harsh asceticism in an effort to use psionic energy to empower their own bodies. They succeeded and became the martial arm of the inquisition, represented by a
by a tome.
Today the inquisition rules the city of Malitain, a vast city-state to the north of Barovia’s original site, and the inquisition sends its members throughout the multiverse, seeking
Monsters
Van Richten’s Guide to Ravenloft
memories, and dominate the recalcitrant. The inquisitors in the Order of Ansel subjected themselves to harsh asceticism in an effort to use psionic energy to empower their own bodies. They succeeded and
members became the inquisition’s scholars, represented by a tome.
Today the inquisition rules the city of Malitain, a vast city-state to the north of Barovia’s original site, and the
Magic Items
The Book of Many Things
.
After spending 1 hour calibrating the telescope, you can attempt to travel to the planet or celestial body at which the telescope is currently pointed. At the end of the hour, make a DC 17 Intelligence
chosen by the DM.
3
Excess cosmic energy overloads the telescope, causing it to explode. Each creature within 60 feet of the telescope takes 8d6 necrotic damage. Any Humanoid who survives this damage






