Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'body bonded devising command release'.
Other Suggestions:
body blinded divining command release
body bonded deciding command release
body bond devising common release
body blinded dividing command reverse
body blooded defusing common release
Monsters
Monster Manual
Diabolical Restoration. If the erinyes dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
":"damage", "rollAction":"Entangling Rope", "rollDamageType":"Force"} Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release
Monsters
Monster Manual
’s permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment.
Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to
ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.Multiattack. The rakshasa makes three Cursed Touch attacks.
Cursed Touch. Melee Attack Roll: +10
Magic Items
Dungeon Master’s Guide
damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.
A shield guardian’s solitary focus is to protect the amulet’s wearer. The amulet’s wearer can command the
guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
Magic Items
Dungeon Master’s Guide
This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself
. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target
Monsters
Monster Manual
can’t use this trait if it has the Incapacitated condition.
Undead Restoration. If the death knight is destroyed before it atones for its evil, it gains a new body in 1d10;{"diceNotation":"1d10
", "rollType":"roll", "rollAction":"Undead Restoration"} days, reviving with all its Hit Points. The new body appears in a location significant to the death knight.Multiattack. The death knight makes
Monsters
Monster Manual
other magical effects.
Undead Restoration. If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space
.
Dread Command. The mummy casts Command (level 2 version), using the same spellcasting ability as Spellcasting. The mummy can’t take this action again until the start of its next turn.
Glare. The
Magic Items
Dungeon Master’s Guide
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it
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
action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.
Tree (Uncommon). You must be
Spells
Xanathar's Guide to Everything
and any conditions removed.
You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.
Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored
Sword of Sharpness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
sever, you lop off a portion of its body instead.
In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Korred
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Command Hair. The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large
. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated.
A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point
Rope of Entanglement
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20
Iron Bands of Binding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet
Find Steed
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
of you, you can communicate with each other telepathically.
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Narzugon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
original body can restore it to life. Constructs and devils are immune to this effect.
Infernal Command. Each ally of the narzugon within 60 feet of it can't be charmed or frightened until the end of the
it to summon its nightmare companion.
Magic Resistance. The narzugon has advantage on saving throws against spells and other magical effects.Multiattack. The narzugon uses its Infernal Command or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
against spells and other magical effects.Multiattack. The narzugon makes three Hellfire Lance attacks. It also uses Infernal Command or Terrifying Command.
Hellfire Lance. Melee Weapon Attack: +10
creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
races
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
Iron Bands of Bilarro
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or






