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Returning 35 results for 'brief both diffusing creature restores'.
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Monsters
Monster Manual
each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check.Fire, PoisonCold
Glaive", "rollDamageType":"Slashing"} Slashing damage. If the target is a creature and doesn’t already have an infernal wound, it is subjected to the following effect. Constitution Saving Throw
Monsters
Monster Manual
", "rollAction":"Infernal Tail"} Hit Points at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of
.
Infernal Tail. Dexterity Saving Throw: DC 17, one creature the devil can see within 10 feet. Failure: 10 (1d8 + 6);{"diceNotation":"1d8+6", "rollType":"damage", "rollAction":"Infernal Tail
Spells
Player’s Handbook
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when the spell ends.
Spells
Player’s Handbook
Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead
With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died.
The creature returns to life with all its
Spells
Player’s Handbook
You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was
it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it
Spells
Player’s Handbook
might deem a modified memory too nonsensical to affect a creature.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.
Using a Higher-Level
You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a
Monsters
Stranger Things: Welcome to the Hellfire Club
spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check.Devil of Force
":"Infernal Glaive", "rollDamageType":"Slashing"} Slashing damage. If the target is a creature and doesn’t already have an infernal wound, it is subjected to the following effect. Constitution
Monsters
Forgotten Realms: Adventures in Faerûn
, using the same spellcasting ability as Spellcasting.Legendary Action Uses: 3. Immediately after another creature’s turn, Zlan can expend a use to take one of the following actions. Zlan regains
all expended uses at the start of each of its turns.
Retaliation. Zlan makes one Slam or Bewildering Bolt attack.
Stoke Paranoia. Wisdom Saving Throw: DC 19, one creature Zlan can see within 30 feet
Spells
Forgotten Realms: Heroes of Faerûn
Concentration, up to 10 minutes.
A creature that fails its save against the spell’s effect also gains 1 Exhaustion level. While the creature has Exhaustion levels, finishing a Long Rest neither restores
Deathly power fills a 60-foot Emanation originating from you for the duration.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature can’t regain Hit
Equipment
target’s next long rest. This effect is not subject to dispel magic or remove curse, but a greater restoration spell restores the creature to its original form.
This poison was first created using blood harvested from the artificer Thessalar. A creature subjected to the poison must succeed on a DC 15 Constitution saving throw or take on a new form as if
Circle of Power
Legacy
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Spells
Player’s Handbook (2014)
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly
creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or
Goodberry
Legacy
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Spells
Basic Rules (2014)
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough
nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Magic Items
Bigby Presents: Glory of the Giants
. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect.
You can bond with a
This ring is carved from hematite and bears an engraving of the friend rune.
When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you
Monsters
Planescape: Adventures in the Multiverse
restores the target’s Charisma.
Horrific Reflection (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Horrific Reflection"}. The vargouille’s head mimics that of a
vargouille reflection spots a Humanoid target, it takes on that creature’s visage, terrifying that creature by appearing as its own disembodied head.PoisonCold, Fire, Lightning, Psychic
Monsters
Acquisitions Incorporated
Divine Strike. Once on each of his turns when he hits a creature with a weapon attack, Omin can cause the attack to deal an extra 4 (1d8);{"diceNotation":"1d8","rollType":"roll","rollAction":"Divine
movement, locate creature, stoneskin
5th level (1 slot): dispel evil and good, flame strike, hold monster, greater restoration, legend loreMultiattack. Omin makes two attacks with his maul.
Maul. Melee
Monsters
Infernal Machine Rebuild
Toxicity. Any magic item that restores hit points and can be applied to a piercing or slashing weapon (a potion, an ointment, and so forth) causes a hit with that weapon to deal extra damage to Thessalar
the polymorph spell, transforming into a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This effect lasts until the target finishes a long rest.Thessalar was a
Resurrection
Legacy
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Spells
Basic Rules (2014)
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its
hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that
creature or object if it is within 1 mile of the banderhobb.Multiattack. The banderhobb makes one Bite attack and one Tongue attack. It can replace one attack with a use of Shadow Step.
Bite. Melee Weapon
Monsters
Adventure Atlas: The Mortuary
;shadow demons, wraith;wraiths, and other incorporeal entities hiding in palls of darkness. With a brief reboant chant, an exorcist can expunge a harmful entity from a possessed creature—or make that creature vulnerable to a painful spiritual inhabitation.Necrotic
(exorcist’s choice).
Admit Entity (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Admit Entity"}. The exorcist thins the veil of death for a creature it can see within 60
Flail Snail
Legacy
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Monsters
Volo's Guide to Monsters
Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its
into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6;{"diceNotation":"1d6","rollType":"damage","rollDamageType":"force
Monsters
Fizban's Treasury of Dragons
the end of each of its turns, ending the effect on itself after it succeeds on three of these saves. If the creature is targeted by magic that ends a curse or restores 40 hit points or more, the
Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Tentacle"} to hit, reach 15 ft., one creature. Hit: 12 (1d8 + 8);{"diceNotation":"1d8+8","rollType":"damage","rollAction":"Tentacle
Modify Memory
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature's true memory.
At Higher Levels
You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Howl"}. The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC
16 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.
Life Drain. The demilich targets up to three creatures that it
Magic Items
Baldur’s Gate: Descent into Avernus
a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might
be the victim of a night hag’s curse.
Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it — overcome with rage or fraught with despair.
An evil creature can
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Fraz-Urb’luu regains spent legendary actions at the start of his turn
":"bludgeoning"} bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled target is also restrained. Fraz-Urb’luu can grapple only one creature
Backgrounds
Ghosts of Saltmarsh
creature of pure water, but your brief romance ended tragically.
Suggested Characteristics
Fishers succeed only if they spend time at their jobs. As such, most fishers have a strong
Monsters
Planescape: Adventures in the Multiverse
one or more of the following effects:
Persistent Anguish. Within 10 miles of a baernaloth’s lair, when a creature casts a spell that either restores hit points or removes the charmed or
"} piercing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Anguishing Bite", "rollDamageType":"psychic"} psychic damage. If the target is a creature, it can’t
Monsters
Quests from the Infinite Staircase
or the Palace of Spires. On a successful save, the creature’s memories remain intact, but they’re hazy and dreamlike. A Remove Curse or Greater Restoration spell restores the creature
", "rollType":"damage", "rollAction":"Vine", "rollDamageType":"psychic"} psychic damage, and if the target is a Large or smaller creature, the vine wraps around the target, and the target has the grappled
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} force damage.
Phantasmal Terror. Fraz-Urb’luu targets one creature he can see within 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw, or it takes 16 (3d10);{"diceNotation
, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Fraz-Urb’luu regains spent legendary actions at
Magic Items
Guildmasters’ Guide to Ravnica
over someone’s body, either to impersonate that person for a brief time or to extract secrets from their mind. When the mission is complete, the creature returns to you, reports its success
.
When you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a creature. If there isn’t
Spells
Xanathar's Guide to Everything
the soul and regain 2d8 hit points.
Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used
information from the sensor as if you were in its space using your senses.
A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Monsters
Quests from the Infinite Staircase
Nafas drops to 0 hit points, his body disintegrates into a whirl of multiversal dust that surrounds one creature responsible for his demise. That creature then hears Nafas’s last wish: for the
creature to take his place.
If the creature accepts, it is transformed into a noble djinni. The creature’s game statistics are replaced by those of Nafas (including this trait), though it
Monsters
Waterdeep: Dungeon of the Mad Mage
).Halaster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Halaster regains spent
feet of him, turning the open space to solid, worked stone or vice versa.
Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door
Magic Items
The Wild Beyond the Witchlight
cauldron weighs 80 pounds when empty, and it can hold up to 100 gallons of liquid.
Attunement. Any Humanoid creature that attunes to the cauldron must succeed on a DC 15 Constitution saving throw or
be aged to the point of decrepitude. In this state, the creature’s speed is halved, the range of its vision and hearing is reduced to 30 feet, and it has disadvantage on all ability checks






