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Returning 35 results for 'condition radius guild to her regain'.
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condition radius gold to her regain
Monsters
Monster Manual
", "rollDamageType":"Necrotic"} Necrotic damage, and the target has the Poisoned condition until the start of the necrohulk’s next turn. While Poisoned, the target can’t regain Hit Points. Success: Half
, each creature in a 20-foot-radius Sphere centered on a point the necrohulk can see within 60 feet. Failure: 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Spore Bomb
Magic Items
Dungeon Master’s Guide
When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Dice
Magic Items
Dungeon Master’s Guide
While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn.
In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.
Monsters
Monster Manual
Fetid Aura. Constitution Saving Throw: DC 12, any creature that starts its turn in a 10-foot Emanation originating from the swarm. Failure: The target has the Poisoned condition until the start of
space and vice versa, and the swarm can move through any opening large enough for a Small creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two
Magic Items
Dungeon Master’s Guide
These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your
choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can’t regain Hit Points or gain
the Deafened condition until the start of the swarm’s next turn. While Deafened, the target also has Disadvantage on ability checks and attack rolls.Bludgeoning, Piercing, Slashing
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain Hit Points or gain
Proboscises", "rollDamageType":"Piercing"} Piercing damage if the swarm is Bloodied. If the target is a Medium or smaller creature in the swarm’s space, the target has the Grappled condition
Monsters
Monster Manual
", "rollAction":"Failure", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can’t regain Hit Points
":"damage", "rollAction":"Charm Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only.
Paralyzing Ray
Monsters
Monster Manual
(2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the start of the worg’s next turn
. While Poisoned, the target can’t regain Hit Points.
Dreadful Howl (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Dreadful Howl"}. Wisdom Saving Throw: DC 16, each
Monsters
Monster Manual
", "rollAction":"Enervation Ray", "rollDamageType":"Necrotic"} Necrotic damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can’t regain Hit
):
Paralyzing Ray. Constitution Saving Throw: DC 14. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success
Monsters
Monster Manual
":"2d10", "rollType":"damage", "rollAction":"Dread Scythe", "rollDamageType":"Necrotic"} Necrotic damage, and the target can’t regain Hit Points until the end of its next turn.
Deathly Ray. Ranged
. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Spirit Wail", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the end of its next turn. Success: Half damage only.
Monsters
Monster Manual
":"Flame Aura", "rollDamageType":"Fire"} Fire damage.
Illumination. The gorgon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.Multiattack. The gorgon makes two Gore attacks
", "rollAction":"Smelting Charge", "rollDamageType":"Fire"} Fire damage, and the target is pulled into the gorgon’s space and has the Grappled condition (escape DC 14); if the gorgon already has a
Magic Items
Dungeon Master’s Guide
15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn.
Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Monsters
Monster Manual
":"1d6", "rollType":"recharge", "rollAction":"Hail of Stone"}. Constitution Saving Throw: DC 12, each creature in a 20-foot-radius, 40-foot-high Cylinder centered on a point the lizardfolk can see within
60 feet. Failure: 15 (6d4);{"diceNotation":"6d4", "rollType":"damage", "rollAction":"Hail of Stone", "rollDamageType":"Bludgeoning"} Bludgeoning damage, and the target has the Prone condition
Monsters
Monster Manual
Saving Throw: DC 21. Failure: The target has the Poisoned condition. While Poisoned, the target can’t regain Hit Points and takes 21 (6d6);{"diceNotation":"6d6", "rollType":"damage
Hells.
Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the
Monsters
Monster Manual
", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the start of the devil’s next turn. While Poisoned, the target can’t regain Hit Points.Fire, PoisonCold
Monsters
Monster Manual
":"Piercing"} Piercing damage, and the target has the Poisoned condition until the start of the devil’s next turn. Until this poison ends, the target can’t regain Hit Points.
Infernal Glaive
Monsters
Monster Manual
":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage unless the azer has the Incapacitated condition.
Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for
Monsters
Monster Manual
":"Psychic"} Psychic damage.
Beguiling Song. Wisdom Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 20 (3d10 + 4);{"diceNotation":"3d10+4
", "rollType":"damage", "rollAction":"Beguiling Song", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition until the end of the performer’s next turn. Success: Half
Monsters
Monster Manual
", "rollAction":"Bejeweled Baton", "rollDamageType":"Psychic"} Psychic damage.
Majestic Song. Wisdom Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point within 120 feet
. Failure: 22 (4d8 + 4);{"diceNotation":"4d8+4", "rollType":"damage", "rollAction":"Majestic Song", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed or Frightened condition
Monsters
Monster Manual
"}. The ape hurls a boulder at a point it can see within 90 feet. Dexterity Saving Throw: DC 17, each creature in a 5-foot-radius Sphere centered on that point. Failure: 24 (7d6);{"diceNotation":"7d6
", "rollType":"damage", "rollAction":"Boulder Toss", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Success: Half damage only.Leap. The ape jumps up to 30 feet by spending 10 feet of movement.
Monsters
Monster Manual
condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll
. If the target is a Medium or smaller creature, it has the Prone condition. The target dies if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only
Magic Items
Dungeon Master’s Guide
Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren’t being worn or carried take 3d8 Thunder damage.
Earthquake. As a Magic action, you can strike the weapon
against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage
Spells
Player’s Handbook
The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it
can’t benefit from the Invisible condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Spells
Player’s Handbook
For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to
Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
Magic Items
Dungeon Master’s Guide
dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage
on attack rolls against you. Any creature in the Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
Spells
Player’s Handbook
, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Magic Items
Dungeon Master’s Guide
, Stinking Cloud.
21–25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened
1d6 Psychic damage.
36–40
Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly
Monsters
Monster Manual
":"Enervation Ray", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can’t regain Hit Points. Success: Half
", "rollAction":"Charm Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition for 1 hour or until it takes damage. Success: Half damage only. 2: Paralyzing Ray. Constitution
Monsters
Monster Manual
":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage unless the azer has the Incapacitated condition.
Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for
Spells
Player’s Handbook
, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Spells
Player’s Handbook
Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused
.
Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.
Monsters
Monster Manual
straight away from the dragon and has the Prone condition.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability
its Speed, and it makes one Rend attack.
Thunderclap. Constitution Saving Throw: DC 22, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 13 (3d8
Monsters
Monster Manual
creature in a 10-foot-radius Sphere centered on a point the bandit can see within 120 feet. Failure: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Blinding Flash
", "rollDamageType":"Radiant"} Radiant damage, and the target has the Blinded condition until the start of the bandit’s next turn. Success: Half damage only.
Spellcasting. The bandit casts one of the
Monsters
Monster Manual
Ephemeral. The wisp can’t wear or carry anything.
Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Incorporeal Movement. The wisp can
":"Consume Life"} Hit Points.
Vanish. The wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.