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                        Returning 35 results for 'can wander return'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    . Failure: The target is cursed. The cursed target canât regain Hit Points, and its Hit Point maximum decreases by 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction":"Mutating Claw"} after
                                                
                                            
                                                
                                                     every 24 hours and doesnât return to normal after finishing a Long Rest. If the curse reduces the targetâs Hit Point maximum to 0, the curse ends, and instead of dying, the target
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"damage", "rollAction":"Rotting Fist", "rollDamageType":"Necrotic"} Necrotic damage. If the target is a creature, it is cursed. While cursed, the target canât regain Hit Points, its Hit Point
                                                
                                            
                                                
                                                     maximum doesnât return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction":"Rotting Fist"} every 24 hours
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     Ethereal Plane.
You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see
                                                
                                            
                                                
                                                     are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you canât see anything there more than 60 feet away. You can
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     or it recognizes you as an enemy. This spell doesnât return the creatureâs soul to its body, only its animating spirit. Thus, the corpse canât learn new information, doesnât comprehend anything that has happened since it died, and canât speculate about future events.
                                                
                                            
                                                
                                                     Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     one. A Valenar blade in the hands of a non-elf is generally assumed to have been stolen or looted from a fallen foe, and a Valenar elf might feel entitled to demand its return or challenge the bearer
                                                
                                            
                                                
                                                     to prove theyâre worthy to wield it.
Special. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars
                                                
                                            
                                                
                                                     reappear on the robe.
While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     surroundings as if you were in the containerâs space. You canât move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either
                                                
                                            
                                                
                                                     returning to your living body (and ending the spell) or attempting to possess a Humanoidâs body.
You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls
                                                
                                            
                                                
                                                    .
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     Fiend, the target doesnât return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DMâs choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
                                                
                                            
                                                
                                                    One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     the clone finishes forming, the creatureâs soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality
                                                
                                            
                                                
                                                    , memories, and abilities, but none of the originalâs equipment. The creatureâs original remains, if any, become inert and canât be revived, since the creatureâs soul is elsewhere.
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     its plane of origin (if it isnât there already) and canât return to the current plane for 24 hours by any means short of a Wish spell.
Divine Word Effects
Hit Points
Effect
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.
                                                
                                            
                                                
                                                    You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You suggest a course of activityâdescribed in no more than 25 wordsâto one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not
                                                
                                            
                                                
                                                     you could say, âStop fighting, leave this library peacefully, and donât return.â
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction
                                                
                                            
                                                
                                                    . If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you canât see anything there more than 60 feet away.
While on the
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    , the vampire uses Shape-Shift to become mist (no action required). If it canât use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it canât return to its vampire form
                                                
                                            
                                                
                                                    Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ). Otherwise, the hag drops to 1 Hit Point and teleports to a harmless demiplane, and it canât return to the plane it left for 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Spiteful
                                                
                                            
                                                
                                                    Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spellâs normal casting time, and using
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.
When Blackrazor devours a soul that isnât yours, you gain Temporary Hit Points equal to the slain
                                                
                                            
                                                
                                                     creatureâs Hit Point maximum.
Haste. Blackrazor can cast Haste on you, after which it canât cast this spell again until the next dawn. Blackrazor decides when to cast the spell, which takes
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are
                                                
                                            
                                                
                                                     contiguous, or twenty-five 10-foot squares that are contiguous.
When you cast this spell, you can specify individuals that are unaffected by the spellâs effects. You can also specify a password that
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     figurine form. When the creature becomes a figurine again, its property canât be used again until a certain amount of time has passed, as specified in the figurineâs description.
Figurine
                                                
                                            
                                                
                                                     of Wondrous Power (Bronze Griffon);Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it canât be used again
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell canât return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
                                                
                                            
                                                
                                                    
97â00
97â00
Void
Each cardâs effect is described below.
Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a
                                                
                                            
                                                
                                                     can summon the spirits of these cadavers to battle against its enemies. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given enough
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    , it cannot be used again until the next dawn.
Recall Code. As an action, you can set your current location as a point of return locked to the rotor. Anytime thereafter, you can use a bonus action to
                                                
                                            
                                                
                                                    While attuned to this device, you have a +1 bonus to Constitution saving throws. You periodically receive flashbacks of old memories, and you can unerringly recall any event that took place within
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Blurred Form. Attack rolls against the eidolon are made with disadvantage unless the eidolon is incapacitated.
Incorporeal Movement. The eidolon can move through other creatures and objects as if
                                                
                                            
                                                
                                                     disconnected from those experiences, choosing to wander the world or brood in haunts they're drawn to in death. They care nothing for morbid reunions with their lost bodies or Returned remnants.
Of the
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     saving throw to take only half damage, the eidolon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It canât use this trait if itâs incapacitated
                                                
                                            
                                                
                                                    .
Incorporeal Movement. The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction
                                                
                                            
                                        
                                                     Magic Items
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you canât willingly return to normal form. If you ever remain
                                                
                                            
                                                
                                                     similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    . Hit: 1 (1d6 â 2);{"diceNotation":"1d6-2","rollType":"damage","rollAction":"Javelin","rollDamageType":"piercing"} piercing damage.Kobolds can be found anywhere dragons are known to dwell, and those that
                                                
                                            
                                                
                                                     live in the mountains and hills of Icewind Dale are among the hardiest of their kind. Drawn to the north by a desire to find and serve white dragons, these kobolds adapted as best they can to the
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Amphibious. Kysh can breathe air and water.
Emissary of the Sea. Kysh can communicate simple ideas with amphibious and water-breathing beasts. They understand the meaning of his words, but he cannot
                                                
                                            
                                                
                                                     understand them in return.
Innate Spellcasting. Kysh's spellcasting ability is Charisma (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit
                                                
                                            
                                        
                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     magically turns invisible, along with any equipment it is wearing or carrying, for 1 minute or until it makes an attack roll.Tricksterâs Flight. Immediately after a creature the wynling can see
                                                
                                            
                                                
                                                     misses the wynling with an attack roll, the wynling can move up to 30 feet. This movement doesnât provoke opportunity attack;opportunity attacks.Playful and mischievous, wynlings defend
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    "} piercing damage.
Fire Burst (Recharge 5â6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fire Burst"}. The giant strider hurls a gout of flame at a point it can see within 60 feet of
                                                
                                            
                                                
                                                     or carried.These fierce and majestic monsters exhibit attributes of both birds and reptiles, but are truly neither. Giant striders have a supernatural affinity to fire and can spit gouts of flame at
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     when you dismiss it (no action required). Once detached, a snake canât return to the robe. When all of the robeâs snakes have detached, the robe becomes a nonmagical garment.
                                                
                                            
                                                
                                                     action on your turn, you can transform one of the robeâs serpents into a giant poisonous snake. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     save, or half as much damage on a successful one.
Psychic Bomb. The megapede targets one creature it can see within 60 feet of itself. The target must make a DC 15 Wisdom saving throw. On a failed
                                                
                                            
                                                
                                                     successful save, the target takes half as much damage and isnât incapacitated.Megapedes are enormous centipedes that can be as much as 150 feet long, though most specimens top out at between 100
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    , and its long jump is up to 30 feet. The barkburrâs jumps can exceed its speed if its speed isnât 0.Multiattack. The barkburr makes two Poison Barb attacks and uses Lignify if able.
Poison
                                                
                                            
                                                
                                                     damage, and the barkburr attaches to the target. While the barkburr is attached, it canât make Poison Barb attacks, and the target has the restrained condition as its body begins to transform into
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     hound in the Border Ethereal can return to the Material Plane as an action.
Telepathic Bond. While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses
                                                
                                            
                                                
                                                     weapons can strike true.
Yeth hounds canât stand sunlight. A pack hunts at night and seeks to return to its dark den before dawn. If a yeth hound is exposed to natural sunlight, it fades away
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     autognome obeys its creatorâs commands when it is functioning properly, but a design flaw can cause an autognome to go rogue, forget its orders, and wander Wildspace doing anything except what it
                                                
                                            
                                                
                                                    ","rollAction":"Malfunction"} to determine if it suffers a malfunction:
1â10: âAll Fine Here!â No malfunction occurs.
11â12: âMy Mind Is Going. I Can Feel It.â The autognome
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                    Plant Camouflage. The treefolk has advantage on Dexterity (Stealth) checks it makes in forest terrain.
Tree Stride. Once on each of its turns, the treefolk can use 10 feet of its movement to step
                                                
                                            
                                                
                                                     magically into one living tree within 5 feet of itself and emerge from a second living tree within 60 feet of itself that it can see, appearing in an unoccupied space within 5 feet of the second tree
                                                
                                            
                                        






