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Returning 35 results for 'bow blast diffusing causing reverts'.
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Magic Items
Dungeon Master’s Guide
As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your
for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Magic Items
Dungeon Master’s Guide
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a
that aren’t being worn or carried take 10d8 Thunder damage.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
Horn of Blasting
Legacy
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Magic Items
Basic Rules (2014)
You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC
. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Monsters
Princes of the Apocalypse
the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the
fathomer is knocked unconscious or dies, it also reverts to its true form.
While in serpent form, the fathomer gains a swimming speed of 40 feet, the ability to breathe underwater, immunity to poison
Monsters
Phandelver and Below: The Shattered Obelisk
":"damage", "rollAction":"Dissonant Claw", "rollDamageType":"psychic"} psychic damage. If the target is a creature concentrating on a spell, its concentration is broken.
Mind Blast (Recharge 5–6
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. Creatures of the refraction’s choice within 60 feet of it must succeed on a DC 19 Intelligence saving throw or take 33 (5d10 + 6
Spells
Elemental Evil Player's Companion
or be pushed up to 5 feet away from you.
You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed
up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Ancient Silver Dragon
Legacy
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Monsters
Basic Rules (2014)
uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8
true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment
Adult Silver Dragon
Legacy
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Monsters
Basic Rules (2014)
of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8
. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
brain.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area
must succeed on a DC 17 Intelligence saving throw or take 31 (4d12 + 5);{"diceNotation":"4d12+5", "rollType":"damage", "rollAction":"Mind Blast", "rollDamageType":"psychic"} psychic damage and be
Monsters
Eberron: Rising from the Last War
Constitution saving throws to maintain concentration.Multiattack. Sul Khatesh makes four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +18;{"diceNotation":"1d20+18","rollType":"to hit
","rollAction":"Arcane Blast"} to hit, range 120 ft., one target. Hit: 15 (1d10 + 10);{"diceNotation":"1d10+10","rollType":"damage","rollAction":"Arcane Blast","rollDamageType":"force"} force damage.
Magic Staff
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Arcane Bolt", "rollDamageType":"force"} force damage.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. The alhoon magically emits psychic
energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4);{"diceNotation":"4d8+4", "rollType":"damage", "rollAction":"Mind Blast
Monsters
Mordenkainen Presents: Monsters of the Multiverse
falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl
). The tempest releases a blast of thunder and wind in a line that is 300 feet long and 20 feet wide. Objects in that area take 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollDamageType
Monsters
Phandelver and Below: The Shattered Obelisk
Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 10 (4d4
triggering attack roll, potentially causing it to miss.Goblin psi commanders are among the few psionic goblins who manage to fully control the power within themselves. Awakened to the total breadth
Monsters
Van Richten’s Guide to Ravenloft
jiangshi’s choice). It reverts to its true form if it dies.When a soul becomes trapped within its corpse, its bitterness can reanimate its body, creating a jiangshi. These vengeful dead stalk
afflicts the limbs of jiangshi, causing them to hold their arms rigidly and to walk with a stiff gait. This, along with their flight, lead many to call them hopping vampires.
By day, jiangshi lurk
Drow Arachnomancer
Legacy
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Monsters
Mordenkainen’s Tome of Foes
melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies.
Fey Ancestry. The drow has advantage on
long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray
1st–5th level (3 5th-level slots): conjure animals (spiders only), crown of
Elder Tempest
Legacy
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Monsters
Mordenkainen’s Tome of Foes
storm 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Living Storm"} miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly
":"damage","rollDamageType":"lightning"} lightning damage on a failed save, or half as much damage on a successful one.
Screaming Gale (Costs 3 Actions). The tempest releases a blast of thunder and
Monsters
Bigby Presents: Glory of the Giants
", "rollType":"recharge", "rollAction":"Psychic Wave"}. The herald unleashes a blast of psionic energy into the minds of up to three creatures it can see within 90 feet of itself. Each target must make a DC
’s sway, and the herald gains fearsome psychic powers to use in advancing its master’s plans. When the herald dies, it reverts to its previous appearance.
A storm herald might try to sway
Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
","rollDamageType":"psychic"} psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6
","rollType":"recharge","rollAction":"Mind Blast"}. The elder brain magically emits psychic energy. Creatures of the elder brain’s choice within 60 feet of it must succeed on a DC 18 Intelligence
Nilbog
Legacy
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Monsters
Volo's Guide to Monsters
Maglubiyet, this trickster god survives in splintered form as a possessing spirit that arises when goblinoids form a host, causing disorder in the ranks unless it is appeased. Goblins have no name for
possess. The spirit can leave its host at any time, but it won’t do so willingly unless it knows there’s another potential host nearby. A goblin stripped of its nilbog spirit reverts to its normal statistics and loses the traits it gained while possessed.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Mind Blast"}. Creatures of the elder brain
’s choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5);{"diceNotation":"5d10+5","rollType":"damage","rollAction":"Mind Blast","rollDamageType
Monsters
Eberron: Rising from the Last War
it. The intellect devourer is under Dyrrn’s control and acts immediately after Dyrrn in the initiative order.
Mind Blast (Costs 3 Actions). Dyrrn magically emits psychic energy in a 60-foot
part of me has become a conscious entity.”
5
“My opponents must bow down to a mind flayer!”
6
“Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!”
Poison, Psychic
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, for example — Aremag impatiently blows a blast of steam breath above the ship and slaps the hull with its tail, causing everyone not below deck to make a successful DC 15 Strength or Dexterity saving
has yet found. If the characters enter or leave the Bay of Chult by ship, Aremag appears: The sea ahead roils and churns, and waves crash over the bow of your ship, driven by saw-toothed hills rising
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, for example — Aremag impatiently blows a blast of steam breath above the ship and slaps the hull with its tail, causing everyone not below deck to make a successful DC 15 Strength or Dexterity saving
has yet found. If the characters enter or leave the Bay of Chult by ship, Aremag appears: The sea ahead roils and churns, and waves crash over the bow of your ship, driven by saw-toothed hills rising
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, for example — Aremag impatiently blows a blast of steam breath above the ship and slaps the hull with its tail, causing everyone not below deck to make a successful DC 15 Strength or Dexterity saving
has yet found. If the characters enter or leave the Bay of Chult by ship, Aremag appears: The sea ahead roils and churns, and waves crash over the bow of your ship, driven by saw-toothed hills rising
Monsters
Curse of Strahd
size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, Strahd can’t take any
destroyed.
While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Staff of the Python Staff, Uncommon (Requires Attunement) As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a
, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Staff of the Python Staff, Uncommon (Requires Attunement) As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a
, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Staff of the Python Staff, Uncommon (Requires Attunement) As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a
, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Staff of the Python Staff, Uncommon (Requires Attunement) As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a
, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Staff of the Python Staff, Uncommon (Requires Attunement) As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a
, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Staff of the Python Staff, Uncommon (Requires Attunement) As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a
, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
within. Most of the windows are encrusted with dirt and have drapes or wooden shutters in poor condition. The elements have gained a foothold inside the chalet, causing plaster to peel, wood to rot
, metal fixtures to rust, and floors to bow and creak. Whatever grandeur the chalet possessed in its heyday is gone, replaced by the sight and stench of mold and decay. The following locations are keyed to the map of Chalet Brantifax. Map 4.1: chalet brantifax View Player Version
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
within. Most of the windows are encrusted with dirt and have drapes or wooden shutters in poor condition. The elements have gained a foothold inside the chalet, causing plaster to peel, wood to rot
, metal fixtures to rust, and floors to bow and creak. Whatever grandeur the chalet possessed in its heyday is gone, replaced by the sight and stench of mold and decay. The following locations are keyed to the map of Chalet Brantifax. Map 4.1: chalet brantifax View Player Version
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
within. Most of the windows are encrusted with dirt and have drapes or wooden shutters in poor condition. The elements have gained a foothold inside the chalet, causing plaster to peel, wood to rot
, metal fixtures to rust, and floors to bow and creak. Whatever grandeur the chalet possessed in its heyday is gone, replaced by the sight and stench of mold and decay. The following locations are keyed to the map of Chalet Brantifax. Map 4.1: chalet brantifax View Player Version
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Horn of Blasting Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away
percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. Left to Right: Holy Avenger, Horn of Blasting, Immovable Rod, and Horn of Valhalla






