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Returning 35 results for 'body before defend container repeat'.
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Spells
Player’s Handbook
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you are aware of your
game statistics.
Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move and it is Incapacitated.
While possessing a body, you can
Magic Items
Dungeon Master’s Guide
speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.
Swan Boat (Rare). You can take a Magic action to touch the token to a body of water at least 60 feet in diameter
+9. On a hit, the target takes 1d6 + 5 Force damage.
As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip
Spells
Player’s Handbook
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
Magic Jar
Legacy
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Spells
Basic Rules (2014)
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your
container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.
Once you possess a creature's body, you control it. Your game statistics
Dust of Sneezing and Choking
Legacy
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Magic Items
Basic Rules (2014)
Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use.
When you use
, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
Burnt Othur Fumes (Inhaled)
Legacy
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Equipment
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each
powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Monsters
Guildmasters’ Guide to Ravnica
Electrified Body. Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Electrified
Body","rollDamageType":"lightning"} lightning damage.
Illumination. The hybrid sheds bright light in a 10-foot radius and dim light for an additional 10 feet.Multiattack. The hybrid makes two attacks
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
place in the initiative order and animates at the start of its next turn, provided that its body hasn’t been completely destroyed.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
.
Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect
Monsters
Spelljammer: Adventures in Space
Astral Plane and visit different worlds of the Material Plane. Such an explorer usually travels light, keeping its possessions in a backpack or similar container.
Plasmoids
Plasmoids are intelligent
plasmoid talks by forcing air through tubular cavities in its body, giving its voice a whistling quality.Acid, Poison
Mindwitness
Legacy
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Monsters
Volo's Guide to Monsters
:
1. Aversion Ray. The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Psychic Ray. The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8
Beholder
Legacy
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Monsters
Monster Manual (2014)
succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Fear
Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself
Monsters
Waterdeep: Dungeon of the Mad Mage
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be
frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Enervation Ray. The targeted creature must make a DC 14
Monsters
Guildmasters’ Guide to Ravnica
poisoned for 1 minute. At the end of each of the poisoned target's turns, it must repeat the save, taking 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Toxic Touch","rollDamageType
interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also
Monsters
Tales from the Yawning Portal
saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Fear Ray. The targeted creature must succeed
on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slowing Ray. The
Magic Items
Princes of the Apocalypse
. Reducing it to 0 hit points causes it to explode instantly.
A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols
of the orb’s opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums
Pentadrone
Legacy
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Monsters
Monster Manual (2014)
Axiomatic Mind. The pentadrone can’t be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the pentadrone dies, its body disintegrates into dust
be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Harpy
Legacy
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Monsters
Basic Rules (2014)
, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that
successfully saves is immune to this harpy's song for the next 24 hours.A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human female. Its sweet song has lured countless adventurers to their deaths.
Beholder Zombie
Legacy
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Monsters
Monster Manual (2014)
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be
frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Enervation Ray. The targeted creature must make a DC 14
Ghost
Legacy
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Monsters
Basic Rules (2014)
","rollAction":"Horrifying Visage"} × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a
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. The ghost now controls the body but
Monsters
The Wild Beyond the Witchlight
or paranoia. Because it fears its own destruction, the doll rarely causes direct harm to others. When forced to defend itself, it debilitates opponents with its maniacal cackle and assaults the minds
is overcome by a fit of laughter. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to this doll’s Cackle for 24 hours.
Revenant
Legacy
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Monsters
Monster Manual (2014)
turn. The revenant’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
Rejuvenation. When the revenant’s body is destroyed, its soul lingers
for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.PoisonNecrotic, Psychic
Monsters
Planescape: Adventures in the Multiverse
octon dies, its body disintegrates into dust, leaving behind anything it was carrying.Multiattack. The octon makes three Tentacle attacks.
Tentacle. Melee Weapon Attack: +8;{"diceNotation":"1d20+8
hierarchs, such as productivity reports to septon modron;septons and diagnostic data to decaton modron;decatons. Octons have eight mechanical tentacles which they use to manipulate objects and defend
Rutterkin
Legacy
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Monsters
Mordenkainen’s Tome of Foes
the rutterkins for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature's turns, it can repeat the saving throw, ending the effect on itself
of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly
Banshee
Legacy
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Monsters
Basic Rules (2014)
.
Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the
the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Spelljammer: Adventures in Space
body is dotted with small eyes that can emit bright beams of light, which the creature uses to disorient predators before making its escape. Kindori communicate with one another over long distances
creatures to live and travel on its body. Mosses, molds, and other parasitic organisms grow on its surface, which in turn attract predators to clean them off. A kindori might have scavvers feeding on
Monsters
Waterdeep: Dungeon of the Mad Mage
Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on
":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.A creature that has the body of an ogre and the head of a carrion crawler.
Monsters
Planescape: Adventures in the Multiverse
liquefied demodand becomes enough liquid to fill a flask. A demodand’s liquefaction lasts until a shator uses an action to end it or a creature opens a container holding the liquid. While
, these bitter, wicked creatures have appointed themselves the jailers of the plane. Demodands viciously defend the few known portals that lead out of Carceri and ruthlessly torment other creatures trapped
Monsters
Infernal Machine Rebuild
);{"diceNotation":"2d8+4","rollType":"damage","rollAction":"Mind Blast","rollDamageType":"psychic"} psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its
operate a new mechanical body. The brains share insights and knowledge with one another, and have typically been taken from creatures that desired to prolong their consciousness — or that were tasked
Monsters
Spelljammer: Adventures in Space
;{"diceNotation":"1d4","rollType":"roll","rollAction":"Horrifying Visage"} × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened
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
Monsters
Spelljammer: Adventures in Space
target is a creature, it must succeed on a DC 14 Wisdom saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
Charisma saving throw or be possessed by the apparition; the apparition then disappears, and the target is incapacitated and loses control of its body. The apparition now controls the body but doesn&rsquo
Monsters
Bigby Presents: Glory of the Giants
target engulfed at a time. While a creature is engulfed, the mud hulk can’t use its Amorphous trait.
An engulfed target can repeat the saving throw at the end of each of its turns. On a
creatures of living mud.
A mud hulk vaguely resembles its ancestors, but its body consists of wet mud that constantly sloughs off around it, creating thick pools of the stuff everywhere the creature
Lich
Legacy
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Monsters
Basic Rules (2014)
Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10;{"diceNotation
":"1d10","rollType":"roll","rollAction":"Days"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The lich is an 18th-level
Monsters
Out of the Abyss
. Creatures within 5 feet of the chamberlain when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each
creature is cured of the disease or dies. While infected in this way, the creature can’t be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a
Monsters
Candlekeep Mysteries
body are indeed those of a frog, but its front extremities end in hands with fingers that enable it to manipulate weapons and other objects, and its rear legs have similar digits that it can use for
grasping and climbing. A grippli can move as quickly on all fours as it can on two legs.
Communal Effort. Grippli rely on ambushes and guerrilla warfare to defend themselves and their settlements. They
Monsters
Out of the Abyss
, the creature can’t be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature’s body is slowly
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Infestation Spores (1/Day). The bridesmaid releases spores that burst out in a cloud that






