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Returning 35 results for 'border bestial diffusing condition resting'.
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Monsters
Monster Manual
, it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour
Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in
Monsters
Monster Manual
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
water. Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the
Monsters
Monster Manual
components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can’t affect or be affected by anything on
", "rollType":"damage", "rollAction":"Horrific Visage", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the start of the ghost’s next turn. Success: The
Spells
Player’s Handbook
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
for the spell’s level in the stat block.
Bestial Spirit
Small Beast, Neutral
AC 11 + the spell’s level
HP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2
Monsters
Lorwyn: First Light
Lorwyn-Shadowmoor sleeps, it often has vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots
, restorative slumber. The giant gains 20 Temporary Hit Points and has the Unconscious condition until it takes damage or the end of its next turn. The giant has Advantage on ability checks and saving throws for 1 minute.
Monsters
Lorwyn: First Light
. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots with enormous stone archways to ensure their respites go
"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Wild Magic Cataclysm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Wild Magic
Monsters
Astarion's Book of Hungers
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in
Monsters
Stranger Things: Welcome to the Hellfire Club
);{"diceNotation":"1d4+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13). While
Grappled, the target has the Blinded condition.Relentless, Faceless Hunters
Monstrous offspring of the bestial demon lord Demogorgon, these spawn are lean, bipedal creatures with bulbous
Monsters
Planescape: Adventures in the Multiverse
", "rollAction":"Rock", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or have the prone condition.
Shout (Recharge 6
throw or have the stunned condition until the end of the equinal’s next turn.The horselike equinals are among the strongest of the guardinals. Equinals have long faces and crested manes, and their
Monsters
Quests from the Infinite Staircase
incapacitated condition.
Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
Regeneration. The vegepygmy regains 5 hit
saving throw or have the prone condition.Thorny hunters are bestial vegepygmies derived from the corpses of bears, dogs, and other quadrupedal Beasts. Thorny hunters act like bloodhounds, following
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
have the prone condition.
Lance (Elf or Hybrid Form Only). Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Lance"} to hit, reach 10 ft., one target. Hit: 9 (1d12
Arrow", "rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 11 Dexterity saving throw or have the restrained condition until the start of the werefox’s next turn.By
Monsters
Quests from the Infinite Staircase
condition (escape DC 17). The vine vanishes when the target is no longer grappled, or when the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the
unconscious condition but is stable instead of dying.
Breath of Tranquility (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Breath of Tranquility"}. The Gardener exhales soporific
Monsters
Planescape: Adventures in the Multiverse
have the incapacitated condition until the end of the conduit’s next turn.
Push. The target is pushed up to 10 feet horizontally away from the conduit.The conduit can take up to three
Transcendent Order train to act without thinking, eliminating thought behind action. Conduits react with the cadence of the multiverse. Their sharp reflexes border on precognition, allowing them to unconsciously act before their foes.
Monsters
Planescape: Adventures in the Multiverse
saving throw or take 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Dive Attack", "rollDamageType":"piercing"} piercing damage and have the prone condition.
Flyby. The avoral doesn
, guardinals are animalistic Celestials who hail from Elysium. Guardinals resemble Humanoids with bestial traits. In their daily interactions, guardinals embody the beauty, calm, and righteousness of
Ghost
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet
","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
Monsters
Bigby Presents: Glory of the Giants
blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.Cinder hulks are distant descendants of fire giants who isolated themselves from the
locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great Conflagration, the border region between those two planes. They retain none of the skills and motivation
Monsters
Divine Contention
.
Etherealness. Ebondeath enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be
end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this Ebondeath's Horrifying
Monsters
Dragonlance: Shadow of the Dragon Queen
the Material Plane while she is in the Border Ethereal, and vice versa, yet she can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60
":"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 condition on itself on a success. If a
Monsters
Adventure Atlas: The Mortuary
", "rollAction":"Admit Entity", "rollDamageType":"psychic"} psychic damage and has the incapacitated condition for 1 minute, during which time it retches and babbles incoherently in a voice that is not
, speak with dead
1/day each: banishment, dispel evil and goodDauntless in the face of death, exorcists in the Heralds of Dust cleanse hapless creatures and resting places haunted by ghost;ghosts, specter
Monsters
Bigby Presents: Glory of the Giants
, and the target must succeed on a DC 26 Strength saving throw or have the prone condition.
Slam. Melee Weapon Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Slam"} to hit
throw. On a failed save, a creature takes 60 (11d10);{"diceNotation":"11d10", "rollType":"damage", "rollAction":"Lava Wave", "rollDamageType":"fire"} fire damage and has the restrained condition from
Monsters
The Book of Many Things
succeed on a DC 17 Wisdom saving throw or have the charmed condition until the start of Hulgaz’s next turn.
Brimstone Vapor (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Brimstone Vapor"}. Hulgaz exhales a 30-foot cone of noxious, scorching-hot vapor. Each creature in that area must succeed on a DC 17 Constitution saving throw or have the poisoned condition for
Monsters
Spelljammer: Adventures in Space
Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage
condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be
Monsters
Bigby Presents: Glory of the Giants
and has the poisoned condition for 1 minute. On a successful save, a creature takes half as much damage only.
A creature poisoned in this way can make a DC 24 Constitution saving throw at the end of
rage.
If intruders disturb its resting place, the fire scion’s cradle rises as a bipedal juggernaut of molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion&rsquo
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border
; 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 the target’s saving throw is successful or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the dead, emulating their dread master.
Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower body of a goat and a humanlike upper body with a belly swollen with
creature and any friendly Undead are immune to the frightened condition and have resistance to radiant damage. Enemies have disadvantage on death saving throws while in the aura.
Necrotic, Poison; Bludgeoning, Piercing, and Slashing that is NonmagicalCold, Fire, Lightning
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Shifter John Thacker Shifters—sometimes called “weretouched”—descend from people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t change shape fully, but
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 a shifter’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Shifter John Thacker Shifters—sometimes called “weretouched”—descend from people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t change shape fully, but
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 a shifter’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Shifter John Thacker Shifters—sometimes called “weretouched”—descend from people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t change shape fully, but
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 a shifter’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Concentration, up to 1 hour
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose
slot’s level for the spell’s level in the stat block. Bestial Spirit Small Beast, Neutral
AC 11 + the spell’s level
HP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Concentration, up to 1 hour
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose
slot’s level for the spell’s level in the stat block. Bestial Spirit Small Beast, Neutral
AC 11 + the spell’s level
HP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Concentration, up to 1 hour
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose
slot’s level for the spell’s level in the stat block. Bestial Spirit Small Beast, Neutral
AC 11 + the spell’s level
HP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots with enormous stone archways to
is a Large or smaller creature, it has the Prone condition.
Bonus Actions
Name Sleep (Recharge 5–6). The giant falls into a deep, restorative slumber. The giant gains 20 Temporary Hit Points and
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots with enormous stone archways to
is a Large or smaller creature, it has the Prone condition.
Bonus Actions
Name Sleep (Recharge 5–6). The giant falls into a deep, restorative slumber. The giant gains 20 Temporary Hit Points and
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots with enormous stone archways to
is a Large or smaller creature, it has the Prone condition.
Bonus Actions
Name Sleep (Recharge 5–6). The giant falls into a deep, restorative slumber. The giant gains 20 Temporary Hit Points and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour, after which it regains 1 Hit Point.
Vampire
in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has






