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Returning 35 results for 'both before deals continue revert'.
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Magic Items
Dungeon Master’s Guide
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
Monsters
Ghosts of Saltmarsh
disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus action. This illusion does not hold up to close scrutiny.
Luring Song
. The matriarch must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the matriarch is incapacitated.
While charmed by the matriarch, a
Magic Items
The Book of Many Things
use a bonus action to transform it into a magic longsword. You are considered proficient with the sword, and you have a +1 bonus to attack and damage rolls made with it. On a hit, the sword deals
1d10 force damage. The item remains in its sword form until it leaves your grasp or you use another bonus action to revert it to its key form.
If you end your attunement to the item while it’s in its sword form, it automatically reverts to its key form.
Drow Arachnomancer
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Change Shape (Recharges after a Short or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true
attacks. The first of these attacks that hits each round deals an extra 26 (4d12);{"diceNotation":"4d12","rollType":"damage","rollAction":"Multiattack","rollDamageType":"poison"} poison damage to the
Monsters
Van Richten’s Guide to Ravenloft
"} bludgeoning damage.
Bone Blade. The horror’s limb ends in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and
rolls the damage dice of a crit three times, instead of twice.
Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction
Monsters
Van Richten’s Guide to Ravenloft
in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and rolls the damage dice of a crit three times
, instead of twice.
Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid
Monsters
Van Richten’s Guide to Ravenloft
bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and rolls the damage dice of a crit three times, instead of twice.
Corrosive
Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle
Monsters
Van Richten’s Guide to Ravenloft
","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horror’s limb ends in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores
a critical hit on a roll of 19 or 20 and rolls the damage dice of a crit three times, instead of twice.
Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8
Monsters
Van Richten’s Guide to Ravenloft
made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and rolls the damage dice of a crit three times, instead of twice
.
Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping
Monsters
Bigby Presents: Glory of the Giants
would alter its form.
Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects.
Siege Monster. The colossus deals double damage to objects and
energy.During the dawn of the giants’ empires, twisted minds sought to make their fallen comrades continue their service. Wizard giants stitched and wove the flesh of various giants over an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
form and hurls it at a creature it can see within 600 feet of it. The javelin deals 19 (3d6 + 9);{"diceNotation":"3d6+9", "rollType":"damage", "rollAction":"Wind Javelin", "rollDamageType":"force
further use of these elemental weapons, or when the giant dies, the weapons disappear.
A storm giant quintessent can revert to their true giant form temporarily and can maintain that form long enough
Monsters
Mordenkainen's Fiendish Folio Volume 1
the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these assassin bug maggots. After this time, the maggots are too far under the skin to be burned. If
continue their horrid life cycle.
An Unnatural Plague. Whole settlements along the frontier have been wiped out by plagues of assassin bugs. Without a quickly organized defense, even a single bug can
Monsters
Waterdeep: Dungeon of the Mad Mage
, provided that it isn't in sunlight or running water. If he can't transform, he is destroyed.
While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his resting place
","rollAction":"Dwarven Thrower","rollDamageType":"bludgeoning"} bludgeoning damage when used with two hands to make a melee attack. On a ranged attack that hits, the hammer deals an extra 1d8;{"diceNotation
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim
Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod’s flanged head folds down and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
continue to show proper respect!” They then revert to their original positions. The adventurers’ positive response earns them beneficial warnings, courtesy of the magic of Diderius. Warnings are
reverting to their initial positions. The characters are free to continue on into the complex, but they receive no benefit from this interaction. Cultist Campsite and Ruined Fountain Varram’s cultists have
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
continue to show proper respect!” They then revert to their original positions. The adventurers’ positive response earns them beneficial warnings, courtesy of the magic of Diderius. Warnings are
reverting to their initial positions. The characters are free to continue on into the complex, but they receive no benefit from this interaction. Cultist Campsite and Ruined Fountain Varram’s cultists
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts
choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
can continue to Phandalin, buy new gear at Barthen’s Provisions, return to the ambush site, and find the goblins’ trail, should they wish. The characters might capture one or more goblins by knocking
them unconscious instead of killing them. A character can use any weapon that deals bludgeoning damage (including an unarmed strike) to knock a goblin unconscious, succeeding if the attack deals enough
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
damage. The hammerhead ship takes half as much damage and comes to a dead stop. Miss: The attack deals no damage, the target moves into the nearest unoccupied space that isn’t in the hammerhead ship’s path
, and the hammerhead ship can continue moving if it has any movement left.
2 Mangonels (Crew: 5 Each) Armor Class: 15
Hit Points: 100
Cost: 100 gp (mangonel), — (stone)
It takes 2 actions
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
damage. The squid ship takes half as much damage and comes to a dead stop. Miss: The attack deals no damage, the target moves into the nearest unoccupied space that isn’t in the squid ship’s path, and
the squid ship can continue moving if it has any movement left.
Squid Ship Deck PlansView Unlabeled Version
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
a successful DC 10 Dexterity saving throw. If the saving throw fails, the vehicle slams into the creature and deals 1d6 bludgeoning damage to the creature for every 10 feet the vehicle moved since
its last turn (maximum 20d6). An infernal war machine that is at least two size categories bigger than the creature it crashed into can continue moving through that creature’s space if the infernal war
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
. The hammerhead ship takes half as much damage and comes to a dead stop. Miss: The attack deals no damage, the target moves into the nearest unoccupied space that isn’t in the hammerhead ship’s path, and the hammerhead ship can continue moving if it has any movement left.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
stop. Miss: The attack deals no damage, the target moves into the nearest unoccupied space that isn’t in the shrike ship’s path, and the shrike ship can continue moving if it has any movement left.
Shrike Ship Deck PlansView Unlabeled Version
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
+ 3) slashing damage.
Fleeting Form. The matriarch can magically disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus
succeed on a DC 14 Wisdom saving throw or be charmed until the song ends. The matriarch must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
MapView Player Version Shipboard Weapons. The ballista on the forecastle takes 1 action to load, 1 action to aim, and 1 action to fire. A ballista bolt (+6 to hit) deals 16 (3d10) piercing damage on a hit
giff concludes, the characters hear an explosion coming from the other side of the academy, in the direction of the cadet quarters. They now have a choice: head toward what is clearly another attack (continue with “Freeing Miken” below) or remain aboard the Flighty Foundling (skip ahead to “Staying Put”).
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
can escape. If they join the battle instead, Iymrith uses her frightful rage. If one or more characters continue to harass her, she focuses her attention on Harshnag while using her legendary actions
does his utmost to keep Iymrith from fleeing by attempting to grapple her on later turns. After falling debris deals damage for 2 rounds, the ceiling collapses the next time initiative reaches 0
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
comes to a dead stop. Miss: The attack deals no damage, the target moves into the nearest unoccupied space that isn’t in the squid ship’s path, and the squid ship can continue moving if it has any movement left.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
serpent armrests magically animate and bite anyone who sits on the throne or raises the seat’s lid. Each snake makes a single melee weapon attack (+8 to hit) and deals 3 (1d4 + 1) piercing damage on
one attack, the armrests revert to their inanimate state until triggered again. 8b. Harria’s Room Bandit Captain. Unless awakened by loud noises, Harria Valashtar (NE human bandit captain with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Dexterity saving throw. On a failed save, the attack deals no damage but distracts you and counts as 5 feet of difficult terrain. 11–20 No complication. Next Encounter The chase lasts no more than 5
rounds, after which Vevette drops to the ground and ducks into a theater. Characters who lose sight of her can ask people along her path to help them out. Continue with encounter 6, “Theater.”
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
event that the goblins defeat the adventurers, they leave them unconscious, loot them and the wagon, then head back to the Cragmaw hideout. The characters can continue on to Phandalin, buy new gear at
any melee weapon to knock a goblin unconscious, succeeding if the attack deals enough damage to drop the goblin to 0 hit points. Once it regains consciousness after a few minutes, a captured goblin
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Flesh Colossus During the dawn of the giants’ empires, twisted minds sought to make their fallen comrades continue their service. Wizard giants stitched and wove the flesh of various giants over an
throws against spells and other magical effects.
Siege Monster. The colossus deals double damage to objects and structures.
Actions
Multiattack. The colossus makes two Fist attacks.
Fist
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics
movement restrictions caused by webbing.
Actions
Multiattack. The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers
ends in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and rolls the damage dice of a crit three times
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
weapon deals acid damage instead of cold damage. She speaks Draconic, Dwarvish, and Terran. Stalagma is as miserable and conniving as any duergar. She raised the gorgon, and it allows no one except her to
much damage as a duergar, Stalagma uses her next action to revert to her true form. Other duergar who see Stalagma in her true form flee unless Valtagar is present to reassure them that the dragon is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spellcasting capabilities. Similarly, revenants that wore armor and wielded weapons in life might continue to do so.
Revenant
Medium undead, neutral
Armor Class 13 (leather armor)
Hit Points
throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant’s next turn. When the paralysis ends, the target is frightened of the revenant for






