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                        Returning 35 results for 'carries which reverts'.
                    
                
                        
                            
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                                        carried which repeats
                                    
                                
                                    
                                        carried which reveals
                                    
                                
                                    
                                        carried which revert
                                    
                                
                                    
                                        carried which reverts
                                    
                                
                                    
                                        carried which revere
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and
                                                
                                            
                                                
                                                     any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     or carrying isn’t transformed. It reverts to its humanoid form if it dies.Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about
                                                
                                            
                                                
                                                     piercing damage (no ability modifier applies to this damage) and carries the curse of lycanthropy; see the “Player Characters as Lycanthropes” sidebar in the lycanthropes entry in the Monster Manual for details.
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If Euryale fails a saving throw, she can choose to succeed instead.
Special Equipment. Euryale carries one half of a pair of Sending Stones; the other half of the pair
                                                
                                            
                                                
                                                     statistics are the same in each form except where noted in this stat block. Any equipment she is wearing or carrying isn’t transformed. Euryale reverts to her medusa form if she dies.
Petrifying
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , or its concentration is broken (as if concentrating on a spell). Any equipment the mummy lord wears or carries is invisible with it.The mummy lord can take 3 legendary actions, choosing from the
                                                
                                            
                                                
                                                     points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal
                                                
                                            
                                        
                                                    Polymorph
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points
                                                
                                            
                                                
                                                     retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it
                                                
                                            
                                        
                                                    Imp
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight
                                                
                                            
                                                
                                                     spell). Any equipment the imp wears or carries is invisible with it.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
                                                
                                            
                                        
                                                    Animal Shapes
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't
                                                
                                            
                                                
                                                     Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it
                                                
                                            
                                        
                                                    Imp (Familiar Variant)
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight
                                                
                                            
                                                
                                                     attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
                                                
                                            
                                        
                                                    Quasit
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies
                                                
                                            
                                                
                                                     quasit wears or carries is invisible with it.PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    , it reverts to its original form, and any remaining damage carries over to that form.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
                                                
                                            
                                        
                                                     Monsters
                                                    Locathah Rising
                                                    
                                                
                                            
                                                     their new form. Amble reverts to their true form if they die or fall unconscious. Amble can revert to their true form using a bonus action on their turn.
Amble's game statistics are replaced by the
                                                
                                            
                                                
                                                     assume the beast's hit points and Hit Dice. When Amble reverts to their normal form, they return to the number of hit points they had before they transformed. However, if Amble reverts as a result of
                                                
                                            
                                        
                                                    Quasit (familiar variant)
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies
                                                
                                            
                                                
                                                     (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                    True Polymorph
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s
                                                
                                            
                                                
                                                     form. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had
                                                
                                            
                                        
                                                    Animate Objects
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining
                                                
                                            
                                                
                                                     damage carries over to its original object form. 
If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage
                                                
                                            
                                                
                                                     carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage
                                                
                                            
                                                
                                                     carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0
                                                
                                            
                                                
                                                     hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0
                                                
                                            
                                                
                                                     hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Locathah Rising
                                                    
                                                
                                            
                                                     hit points they had before they transformed. However, if Amble reverts as a result of dropping to 0 hit points, any excess damage carries over their normal form.
 Amble can’t cast spells, and their
                                                
                                            
                                                
                                                     or less, and can remain in this form for up to 6 hours. Amble’s equipment melds with their new form. Amble reverts to their true form if they die or fall unconscious. Amble can revert to their true
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    , the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. At
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     spider, or into its devil form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying is not transformed. It reverts to its devil form if it
                                                
                                            
                                                
                                                     damage on a failed save, or half as much damage on a successful one.
 Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
  imp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t
                                                
                                            
                                                
                                                     alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    . If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it
                                                
                                            
                                                
                                                     its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    , issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object
                                                
                                            
                                                
                                                     form, and any remaining damage carries over to that form. Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    , the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form. Using a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     each form, except for the speed changes noted. Any equipment it is wearing or carrying is not transformed. It reverts to its demon form if it dies.
 Magic Resistance. The quasit has advantage on
                                                
                                            
                                                
                                                     invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     wearing or carrying isn’t transformed. It reverts to its true form if it dies.
 Devil’s Sight. Magical darkness doesn’t impede the imp’s darkvision.
 Magic Resistance. The imp has advantage on saving
                                                
                                            
                                                
                                                     or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
  VARIANT: IMP FAMILIAR
 Imps can be found in the service to mortal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its humanoid form if it dies.
 
 Wereraven
                                                
                                            
                                                
                                                     Strength and Dexterity. The peck of a wereraven deals 1 piercing damage in raven form (no ability modifier applies to this damage), or 1d4 piercing damage in hybrid form (the character’s ability modifier applies to this damage). This attack carries the curse of wereraven lycanthropy.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     incapacitated or reduced to 0 hit points, a statue instantly teleports to its alcove, where it reverts to its inanimate form and regains all its hit points. It can’t reanimate again until all three
                                                
                                            
                                                
                                                     more XP, however. Treasure Turbulence carries a soot-stained spellbook containing all the spells she has prepared, plus the following: alter self, cloud of daggers, hypnotic pattern, and wall of fire.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     puzzle cube trap before touching it, and its magic turned him to stone. If a greater restoration spell or similar magic is cast on Voj, he reverts to flesh, realizes he’s not alone, and attacks anyone
                                                
                                            
                                                
                                                    . Relighting a torch by any other method proves impossible. If all eight torches are inserted into the empty brackets in area 19B, the puzzle cube can be handled safely. Treasure. Voj carries an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     long since spread across the Lower Planes. NIGHT HAG ITEMS
 A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great
                                                
                                            
                                                
                                                     equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.
 Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     cursed with wererat lycanthropy. Andras carries keys that open the concealed door leading to area 23. Prisoners Mack Francache, the neutral wererat leader of Moghadam’s thieves, is the unwilling subject
                                                
                                            
                                                
                                                     statistics but his alignment reverts to neutral. He is endlessly grateful to the characters, providing any information about the temple he can (he is familiar with areas 1 through 23), and offering to guide the party as needed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    
 Challenge 18 (20,000 XP) Proficiency Bonus +6
 Legendary Resistance (3/Day). If Euryale fails a saving throw, she can choose to succeed instead.
 Special Equipment. Euryale carries one half of a pair of
                                                
                                            
                                                
                                                     except where noted in this stat block. Any equipment she is wearing or carrying isn’t transformed. Euryale reverts to her medusa form if she dies.
 Petrifying Gaze (Recharge 4–6). Euryale unleashes
                                                
                                            
                                        





