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Returning 35 results for 'bound both desiccated creatures returns'.
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Spells
Player’s Handbook
you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.
Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to
Spells
Player’s Handbook
creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.
Spells
Player’s Handbook
or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
A task that can be
typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the creature completes the
Spells
Player’s Handbook
returning to your living body (and ending the spell) or attempting to possess a Humanoid’s body.
You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded
container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature’s soul is in the
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
laws of the Nine Hells.
The greatest hell-bound vampires are masters of hellfire called infernalists, who prey on mages. Vampire infernalists are usually too arrogant to work together; even a large
Monsters
Forgotten Realms: Adventures in Faerûn
Hit Points. Success: The target is immune to this werewyvern’s curse for 24 hours.Among the rarest of were-creatures, werewyverns change from their humanoid forms into lean wyverns or into
Large wyvern, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and megalomaniacal
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
dracoliches, magically bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and
Monsters
Forgotten Realms: Adventures in Faerûn
along well with dryads and other creatures devoted to protecting the wilderness.
Roll or choose a result from the Swanmay’s Charge table as inspiration for what a swanmay protects.
Swanmay
-Shifting;shape-shifts into a Small swan, or it returns to its true humanoid form. Its game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn’t transformed.
Magic Items
Forgotten Realms: Adventures in Faerûn
This heavy tome is bound in dragonhide and reinforced with thick bands of cold iron. The original copies were made by wyrmspeakers of the Cult of the Dragon and bear that cult’s symbol on their
number of creatures conducting the ritual. During the ritual, you and any assistants must work without interruption, resting no more than 8 hours per day. If you are a Dragon, the cost of supplies and
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
-shifts into a Small or Medium Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Forgotten Realms: Adventures in Faerûn
(1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Dread Dagger", "rollDamageType":"Necrotic"} Necrotic damage. Hit or Miss: The dagger magically returns to Karas’s hand immediately
Dead Three into the region she inhabits, creating the following effects:
Creeping Dread. Terror runs rampant in Karas’s domain. Within 1 mile of the lair, creatures other than members of the
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
Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
magic-items
, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage.
Constitution saving throw. On a failed save, the target takes 6d6 necrotic damage and is desiccated for 1 minute. On a successful save, a creature takes half as much damage and isn’t desiccated. A
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Duty-Bound. The foresworn is bound to enacting a singular duty it pledged itself to in life. While this duty is incomplete, whenever the foresworn is destroyed, it re-forms at its previous location
after 3 (1d6);{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Days"} days, with all its hit points restored.
Incorporeal Movement. The foresworn can move through other creatures and objects as
magic-items
, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage.
Constitution saving throw. On a failed save, the target takes 6d6 necrotic damage and is desiccated for 1 minute. On a successful save, a creature takes half as much damage and isn’t desiccated. A
magic-items
, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage.
Constitution saving throw. On a failed save, the target takes 10d6 necrotic damage and is desiccated for 1 minute. On a successful save, a creature takes half as much damage and isn’t desiccated
magic-items
, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage.
Constitution saving throw. On a failed save, the target takes 6d6 necrotic damage and is desiccated for 1 minute. On a successful save, a creature takes half as much damage and isn’t desiccated. A
magic-items
, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage.
Constitution saving throw. On a failed save, the target takes 10d6 necrotic damage and is desiccated for 1 minute. On a successful save, a creature takes half as much damage and isn’t desiccated
Planar Binding
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the
failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature
Monsters
Phandelver and Below: The Shattered Obelisk
or thoughts beyond a compulsive desire to destroy all living creatures they encounter.
Ashenwights
When a Humanoid consumed by cruelty and rage dies in an area corrupted by the Far Realm, the
creature sometimes rises as an ashenwight. The skin of these Undead horrors is desiccated, and their eyes often glow with otherworldly power.Necrotic, Poison
magic-items
, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage.
Constitution saving throw. On a failed save, the target takes 6d6 necrotic damage and is desiccated for 1 minute. On a successful save, a creature takes half as much damage and isn’t desiccated. A
magic-items
, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage.
Constitution saving throw. On a failed save, the target takes 6d6 necrotic damage and is desiccated for 1 minute. On a successful save, a creature takes half as much damage and isn’t desiccated. A
magic-items
, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage.
Constitution saving throw. On a failed save, the target takes 10d6 necrotic damage and is desiccated for 1 minute. On a successful save, a creature takes half as much damage and isn’t desiccated
magic-items
, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage.
Constitution saving throw. On a failed save, the target takes 10d6 necrotic damage and is desiccated for 1 minute. On a successful save, a creature takes half as much damage and isn’t desiccated
magic-items
, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin or on those immune to necrotic damage.
Constitution saving throw. On a failed save, the target takes 10d6 necrotic damage and is desiccated for 1 minute. On a successful save, a creature takes half as much damage and isn’t desiccated
magic-items
, slashing, or thunder damage. A desiccated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property has no effect on creatures without skin
Constitution saving throw. On a failed save, the target takes 6d6 necrotic damage and is desiccated for 1 minute. On a successful save, a creature takes half as much damage and isn’t desiccated. A
Monsters
Strixhaven: A Curriculum of Chaos
Pact of Pain. Using a 10-minute ritual, the daemogoth can forge a magical bond with a willing creature it touches throughout the ritual. The creature becomes bound by the pact until it dies, the
daemogoth dies, or the pact is broken by any effect that can remove a curse.
The daemogoth chooses one spell from the necromancy or enchantment school that is 3rd level or lower. The bound creature can
Monsters
Fizban's Treasury of Dragons
to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon’s clutches
components and using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: bane, create or destroy waterDecay and despair are bound up in the nature of topaz dragons, thanks to
Magic Items
Tomb of Annihilation
ends.
If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern.
The spirit is bound to the
feet.
While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell
magic-items
This small carved stone is typically bound to a leather strap worn around the wrist or neck. Designed by the Dhakaani duur’kala, the Vola’khesh facilitates communication between elite
units. They are created in linked sets; up to ten stones can be bound together, and once established, this link cannot be changed. At present, the Vola’khesh are only used by the Kech Dhakaan and
Monsters
Fizban's Treasury of Dragons
, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the
). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 12):
1/day each: baneDecay and despair are bound up in
Monsters
Bigby Presents: Glory of the Giants
frozen statues with a touch or blast enemies with frigid wind. Achieving vengeance is not always enough to grant these creatures rest; often, their hatred and loathing of the living is sufficient to
keep them roaming the wilds for years after their murderers are slain.
A frostmourn looks like a desiccated corpse mummified by exposure to bitter cold. It carries the marks of its death on its body: a
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Harpoon", "rollDamageType":"piercing"} piercing damage. Hit or Miss: The harpoon returns to the hunter’s hand.
Tusk. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit
monstrous creatures that live in the frozen wastes, thanoi are adept hunters. In addition to their tusks, they use harpoons on long ropes that they can quickly reel back. Groups of thanoi hunters work
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Aura of Shrieks. Creatures within 20 feet of the grue that aren’t Aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn
chittering and shrieking produce discordant psychic energy that disrupts thought patterns in other creatures, which experience flashing colors, hallucinations, disorientation, and waves of