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Returning 35 results for 'body behind don change region'.
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Spells
Player’s Handbook
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
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
Feats
Player’s Handbook
Resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever you finish a Long Rest, you can change your choices
within 60 feet of yourself that isn’t behind Total Cover. If you do so, that creature must succeed on a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or take damage equal to 2d12 plus your Constitution modifier.
Monsters
Monster Manual
. If the target is a Medium or smaller creature, it has the Prone condition. The target dies if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only
equipment behind.
Blinding Spittle (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Blinding Spittle"}. Dexterity Saving Throw: DC 10, each creature in a 10-foot-radius
Spells
Player’s Handbook
You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of
you entered it, which ends the spell. You otherwise can’t move.
Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent
Monsters
Monster Manual
the gem is on the same plane of existence as it, the dracolich gains a new body in 1d20;{"diceNotation":"1d20", "rollType":"roll", "rollAction":"Soul Gem"} days, regaining all its Hit Points and
turn.Dracolich Lairs
A dracolich lurks in a corrupted version of the lair it had in life. The region containing a dracolich’s lair is warped by its presence, creating the following effects:
Sapping Mist
Monsters
Monster Manual
the gem is on the same plane of existence as it, the dracolich gains a new body in 1d20;{"diceNotation":"1d20", "rollType":"roll", "rollAction":"Soul Gem"} days, regaining all its Hit Points and
turn.Dracolich Lairs
A dracolich lurks in a corrupted version of the lair it had in life. The region containing a dracolich’s lair is warped by its presence, creating the following effects:
Sapping Mist
Magic Items
Dungeon Master’s Guide
expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped
Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Monsters
Monster Manual
lairs frequently change or exhibit bewildering features.
The region containing an arch-hag’s lair is altered by its presence, creating the following effects:
Lapsus Linguae. Creatures
Monsters
Monster Manual
Underdark, in the tunnel-mazes they occupied in life or in the lairs of enemy beholders they conquered. These lairs are devoid of life, as death tyrants change their servants into Undead horrors.
The
region containing a death tyrant’s lair is warped by its presence, creating the following effects:
Negative Energy Suffusion. Whenever a creature within 1 mile of the lair regains Hit Points from
Magic Items
Dungeon Master’s Guide
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
and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space
Magic Items
Dungeon Master’s Guide
some fell goal.
The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. All Holy Water
property, you can’t use it again until the next dawn.
While holding the wand, Orcus can summon any kind of Undead, not just skeletons and zombies. These Undead don’t perish at dawn the
Magic Items
Dungeon Master’s Guide
your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM’s control.
Eye of Vecna Spells
Spell
Charge Cost
minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
Spells
Player’s Handbook
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell
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
Magic Items
Dungeon Master’s Guide
cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
The Moonblade has the properties of a Ring of Spell Storing.
100
You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one
Spells
Player’s Handbook
this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of
consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god’s divine servants might instantly intervene to prevent it or to
Feats
Forgotten Realms: Heroes of Faerûn
isn’t behind Total Cover. If you do so, the creature must succeed on a Wisdom saving throw (DC 8 plus your Charisma modifier and your Proficiency Bonus) or spend its turn moving away from you by
the fastest available means. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Intimidating. You gain Proficiency in the Intimidation skill if you don’t already have it. You also gain Expertise in Intimidation.
Monsters
Forgotten Realms: Adventures in Faerûn
inches long, it re-forms from that piece of chardalyn in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Next of the Seven"} days, regaining all its Hit Points. The new body appears in the
unoccupied space nearest to the piece of chardalyn, and another lich’s mind in the body seizes psychic control of the body.Multiattack. Zlan makes three attacks, using Slam or Bewildering Bolt
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollType":"roll", "rollAction":"Spirit Gem"} days if her spirit gem is intact, reviving with all her Hit Points. The new body appears in an unoccupied space within her lair.Multiattack. Valindra makes
.
The region containing Valindra’s lair is warped by her presence, creating the following effects:
All-Seeing. While in her lair, Valindra can cast Clairvoyance, requiring no spell components
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
leaders in Calimshan, Biha Babir maintains the strongest spy network, and she is rumored to have informants in every major city of the region.
For years, Biha Babir has searched tirelessly for the
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
dragons lair in fungus-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon&rsquo
Monsters
Astarion's Book of Hungers
course it is.
—Astarion on Vampire Infernalists
Vampire Infernalist Lairs
Vampire infernalists lurk in gloomy libraries or ritual chambers, far from the sun’s light. The region
sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature
Astral Projection
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.
Your astral body resembles your mortal form in almost every way, replicating your game
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
Control Weather
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell
early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Humanoid it has seen. Any equipment the seeker is wearing or carrying isn’t transformed, and the seeker’s statistics don’t change. The seeker reverts to its true form if the seeker is
. If the seeker lacks the room to become Large, it attains the maximum size possible in the space available.
Change Shape (1/Day). The seeker magically transforms to look and feel like a Medium
Monsters
Mordenkainen Presents: Monsters of the Multiverse
change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting
digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind.
A trapper’s ability to alter the color and texture of its outer side enables it to blend in with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s
Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
’s statistics don’t change. The veil keeper reverts to its true form if the veil keeper is reduced to 0 hit points or if the veil keeper uses an action to end the transformation
with advantage. If the veil keeper lacks the room to become Large, it attains the maximum size possible in the space available. These augmentations end if the veil keeper is incapacitated.
Change
Tridrone
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Axiomatic Mind. The tridrone can’t be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the tridrone dies, its body disintegrates into dust, leaving
behind its weapons and anything else it was carrying.Multiattack. The tridrone makes three fist attacks or three javelin attacks.
Fist. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to
Quadrone
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Axiomatic Mind. The quadrone can’t be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the quadrone dies, its body disintegrates into dust, leaving
behind its weapons and anything else it was carrying.Multiattack. The quadrone makes two fist attacks or four shortbow attacks.
Fist. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to
Magic Items
Spelljammer: Adventures in Space
This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects
Monodrone
Legacy
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Monsters
Monster Manual (2014)
Axiomatic Mind. The monodrone can’t be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the monodrone dies, its body disintegrates into dust, leaving
behind its weapons and anything else it was carrying.Dagger. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft., one target. Hit: 3 (1d4
Duodrone
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Axiomatic Mind. The duodrone can’t be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the duodrone dies, its body disintegrates into dust, leaving
behind its weapons and anything else it was carrying.Multiattack. The duodrone makes two fist attacks or two javelin attacks.
Fist. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit
Reincarnate
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
body. If the target's soul isn't free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that
Monsters
Spelljammer: Adventures in Space
-like scavengers that fly through space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids
—brown and gray—rarely rise above the level of nuisances. The larger varieties are more formidable, in part because they often don’t wait for their meals to come to them.
A scavver
Monsters
Eberron: Rising from the Last War
Change Appearance. The changeling can use its action to polymorph into a Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any
their true identities behind false faces. Their gifts of mimicry allow them to appear as members of any humanoid culture, playing the part of a dwarf one day and a dragonborn the next. Although






