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Returning 35 results for 'bonded before dies command result'.
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Spells
Player’s Handbook
damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
You can issue any command you choose, short of an activity that would result in certain
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed
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
cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest.
Baleful Command (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Baleful Command
Magic Items
Dungeon Master’s Guide
When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command
words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time
Magic Items
Dungeon Master’s Guide
control and shares your Initiative count, taking its turn immediately after yours.
On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don
’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
Magic Items
Dungeon Master’s Guide
. If you fail to command it, the djinni defends itself against attackers but takes no other actions.
After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes
nonmagical if the djinni dies.
Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem.
Monsters
Monster Manual
maximum decreases by 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction":"Rotting Fist"} every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this attack
.
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
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
Netheril’s Fall
an unoccupied space as close to you as possible. The eddy is Friendly to you and your allies, and it obeys your commands. If you fail to command it, the eddy defends itself against attackers but takes
no other actions. It takes its turn immediately after you on your Initiative count. The eddy disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The fork can’t be used this way again until the next dawn.
Monsters
Forgotten Realms: Adventures in Faerûn
dragons are exactly alike; each individual bears features distinct to the empire from which it hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit
dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of
a greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the presence of any creature that eats this enhanced vegetation.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Poison, Psychic
Monsters
Astarion's Book of Hungers
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 Hells.
Magic Resistance. The devil has
.
Harvester devils’ contracts are lengthy and convoluted, but these devils are quick to make deals and might leave loopholes that can save a signatory’s soul. Roll on or choose a result
Monsters
Forgotten Realms: Adventures in Faerûn
which it hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit dragon is from.
Spirit Dragon Origins
1d6
The Spirit Dragon Traces
or end the Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of finishing
greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the presence of any creature that eats this enhanced vegetation.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Poison, Psychic
Monsters
Forgotten Realms: Adventures in Faerûn
result from the Spirit Dragon Origins table to determine which lost realm a spirit dragon is from.
Spirit Dragon Origins
1d6
The Spirit Dragon Traces Its Origins To …
1
Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
creature doesn’t reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
presence of any creature that eats this enhanced vegetation.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Poison, PsychicShape-Shift. The dragon Shape-Shifting;shape
Monsters
Forgotten Realms: Adventures in Faerûn
hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit dragon is from.
Spirit Dragon Origins
1d6
The Spirit Dragon Traces Its Origins To
Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the
eats this enhanced vegetation.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Poison, PsychicShape-Shift. The dragon Shape-Shifting;shape-shifts into a Small or Medium
Monsters
Eberron: Rising from the Last War
with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.
Keen Sight
Monsters
Guildmasters’ Guide to Ravnica
with a different creature or until the bonded creature dies. This bond has the following effects:
The felidar and the bonded creature can communicate telepathically with each other at a distance of up
to 100 feet.
The felidar can sense the direction and distance to the bonded creature if they're on the same plane of existence.
As an action, the felidar or the bonded creature can sense what the
Monsters
Princes of the Apocalypse
breathe underwater. The bonded mount obeys the knight's commands. If its mount dies, the knight can train a new beast to serve as its bonded mount, a process requiring a month.
Sneak Attack. The knight
Bonded Mount. The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast's senses and ability to
Monsters
Eberron: Rising from the Last War
with a different creature or until the bonded creature dies. While bonded, the steed and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.Hooves
Monsters
Eberron: Rising from the Last War
with a different creature or until the bonded creature dies. While bonded, the hound and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.
Keen
Monsters
Princes of the Apocalypse
the bulette while it burrows. The bonded bulette obeys the burrowshark’s commands. If its mount dies, the burrowshark can train a new bulette to serve as its bonded mount, a process requiring a
Geas
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can
Imp (Familiar Variant)
Legacy
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Monsters
Monster Manual (2014)
form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight
serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other
magic-items
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
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
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
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
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
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
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
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
Quasit (familiar variant)
Legacy
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Monsters
Monster Manual (2014)
into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies
willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master
Staff of the Python
Legacy
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Magic Items
Basic Rules (2014)
You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own
initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the
Polymorph
Legacy
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Spells
Basic Rules (2014)
a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less
transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points
Animal Shapes
Legacy
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Spells
Basic Rules (2014)
hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and
reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't
Spells
Xanathar's Guide to Everything
verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise
. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you
magic-items
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
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.