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Returning 35 results for 'condition ready goodness to her runes'.
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Magic Items
Dungeon Master’s Guide
appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the
condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check
Spells
Player’s Handbook
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the
.
The creature has Disadvantage on attack rolls against targets within the Cylinder.
Targets within the Cylinder can’t be possession;possessed by or gain the Charmed or Frightened condition
Magic Items
Bigby Presents: Glory of the Giants
opportunity attack made with your unarmed strike, the creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or have the prone condition.
Once the runes have been invoked, they can’t be invoked again until the next dawn.
, or poison. You have resistance to the chosen damage type until you finish another long rest.
Invoking the Runes. As a bonus action, you can invoke the gauntlets’ runes and summon two enormous
Monsters
Keys from the Golden Vault
, she loses her immunity to psychic damage and the charmed condition, and her Tattooed Strike becomes a melee attack that deals 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction
. Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.
Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
condition. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Magic Resistance. The horror has advantage on saving throws against
smaller creature, the horror can choose to deal no damage; instead, the target has the prone condition, and the horror can pull the target up to 5 feet toward itself.No one is certain of the true
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The septon can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The septon has advantage on initiative checks.
Disintegration. If
", "rollAction":"Tentacle", "rollDamageType":"piercing"} piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the septon can
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Exploding Geode", "rollDamageType":"radiant"} radiant damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only
":"10d6", "rollType":"damage", "rollAction":"Prismatic Ray (Blazing Red)", "rollDamageType":"radiant"} radiant damage and has the blinded condition until the end of the giant’s next turn. On a
Monsters
Phandelver and Below: The Shattered Obelisk
", "rollType":"damage", "rollAction":"Tentacle", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 14) and takes 9
damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics
Monsters
Bigby Presents: Glory of the Giants
prone condition. Until the colossus uses its Stomp again or moves, the creature has the restrained condition. The restrained creature or another creature within 5 feet of it can use its action to make a
fire giants shaped them into flexible joints and plated armor. Storm giants inscribed runes into the inert form to give it the semblance of life. The fruit of these labors was an everlasting guardian
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Gorging Charge", "rollDamageType":"piercing"} piercing damage and have the grappled condition (escape DC 16); if a creature is already grappled this way, it has the prone condition. Until this
grapple ends, the target has the restrained condition. The maw can have only one creature grappled in this way at a time.Fanged Rebuke. In response to taking damage, the maw makes one Bite attack
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The decaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The decaton has advantage on initiative rolls.
Disintegration. If
":"piercing"} piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the decaton can’t use this tentacle against
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The nonaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The nonaton has advantage on initiative rolls.
Disintegration. If
", "rollDamageType":"piercing"} piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the nonaton can’t use this
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The hexton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The hexton has advantage on initiative rolls.
Disintegration. If the
", "rollAction":"Pincer", "rollDamageType":"force"} force damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or have the incapacitated condition until the end of its
monsters
30 Acid damage if it has the Prone condition, when it ends its turn in the Emanation.
Level 3. Plants have Advantage on all attack rolls made against non-Plants in the Emanation. A creature hit by a
Plant’s melee attack gains the Prone condition.
Legendary Resistance (4/day). If Shub-Niggurath fails a saving throw, it can choose to succeed instead.Multiattack. Shub-Niggurath makes four
monsters
target is a creature, the target has the Poisoned condition until the start of its next turn if it can smell the devil’s glove. The devil’s glove can detach itself by spending 5 feet of
protection and a ready supply of decaying material to feed upon.Symbiosis. The devil’s glove forms a magical bond with a willing creature it touches. The bonded creature doesn’t need to
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
6. Loot This central chamber is where the loot to be sold or transported is packaged and stored. When ready, it’s carried down to the shore, loaded onto ships operated by the Cult of Talos, and taken
runes on the edge of the lid, which can be noticed with a DC 20 Intelligence (Investigation) check. The runes can be deactivated with a dispel magic spell, or carefully filed away with a DC 15 Dexterity
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
6. Loot This central chamber is where the loot to be sold or transported is packaged and stored. When ready, it’s carried down to the shore, loaded onto ships operated by the Cult of Talos, and taken
runes on the edge of the lid, which can be noticed with a DC 20 Intelligence (Investigation) check. The runes can be deactivated with a dispel magic spell, or carefully filed away with a DC 15 Dexterity
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Only then do you have the capacity to know true goodness. Only then are you ready to take up the sword and wear the badge of our Order.”
Kajiso Steelhand
sentient beings must come to the light of reason and goodness of their own volition. That is why it is not interested in controlling minds: it focuses only on deeds, setting an example to the world in hopes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Only then do you have the capacity to know true goodness. Only then are you ready to take up the sword and wear the badge of our Order.”
Kajiso Steelhand
sentient beings must come to the light of reason and goodness of their own volition. That is why it is not interested in controlling minds: it focuses only on deeds, setting an example to the world in hopes
Kobold
Legacy
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Species
Volo's Guide to Monsters
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
room to dig, and ready sources of food. Although lairing in these locations puts kobolds in competition with surface-dwelling humanoids, their ability to avoid detection often means their warrens go
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Fey and friends of nature. These foot-tall spirits of nature resemble elves with exaggerated, whimsical features and gossamer wings. Sprites can sense the innate goodness or wickedness of other
damage.
Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn.
Heart Sight. Charisma
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Fey and friends of nature. These foot-tall spirits of nature resemble elves with exaggerated, whimsical features and gossamer wings. Sprites can sense the innate goodness or wickedness of other
damage.
Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn.
Heart Sight. Charisma
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
living creature, but they are especially drawn to creatures untainted by evil. A creature that lives a life of goodness and piety consigns its basest impulses and strongest temptations to the
; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 9 on level 5, in the closest unoccupied space next to the identical gate located there. Armor and
is in excellent condition. The mannequins are all fitted with suits of scale armor and steel shields in good condition.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder
saving throw. The creature has Disadvantage on attack rolls against targets within the Cylinder. Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 9 on level 5, in the closest unoccupied space next to the identical gate located there. Armor and
is in excellent condition. The mannequins are all fitted with suits of scale armor and steel shields in good condition.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
living creature, but they are especially drawn to creatures untainted by evil. A creature that lives a life of goodness and piety consigns its basest impulses and strongest temptations to the
; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder
saving throw. The creature has Disadvantage on attack rolls against targets within the Cylinder. Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
that breathes air must make a DC 15 Constitution saving throw. On a failed save, the creature has the poisoned condition until it finishes a short or long rest in a place with fresh air. The restless
spirits of the slain storm giants congregate in this chamber, harmlessly but mournfully wailing their sorrow. A circle of Giant runes on the floor hums softly (see “Storm Call” below). Trench. The oceanic trench dives into darkness (see “Planar Crossing” below).
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
that breathes air must make a DC 15 Constitution saving throw. On a failed save, the creature has the poisoned condition until it finishes a short or long rest in a place with fresh air. The restless
spirits of the slain storm giants congregate in this chamber, harmlessly but mournfully wailing their sorrow. A circle of Giant runes on the floor hums softly (see “Storm Call” below). Trench. The oceanic trench dives into darkness (see “Planar Crossing” below).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder
saving throw. The creature has Disadvantage on attack rolls against targets within the Cylinder. Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Lower Level B10-B13 B10. Ossuary This dark, dead-end chamber holds a mound of charred bones, desiccated body parts, and skulls scattered across a linen sheet. Strange red-black runes mark the sheet’s
proficiency in the Arcana skill or who succeeds on a DC 15 Intelligence (Arcana) check can interpret the runes to realize that these remains are being collected to fuel a huge ritual at a later date—one
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Lower Level B10-B13 B10. Ossuary This dark, dead-end chamber holds a mound of charred bones, desiccated body parts, and skulls scattered across a linen sheet. Strange red-black runes mark the sheet’s
proficiency in the Arcana skill or who succeeds on a DC 15 Intelligence (Arcana) check can interpret the runes to realize that these remains are being collected to fuel a huge ritual at a later date—one
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
shoots, he then warns his lover, the wizard Snarla, to close and lock the shutter over the arrow slit and move to defend the door that adjoins the corridor. They stand ready to engage anyone that
(worth 10 gp) and Snarla’s spellbook. The book contains the spells that she has prepared and no others. It is protected by an explosive runes glyph of warding that deals 5d6 fire damage.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
shoots, he then warns his lover, the wizard Snarla, to close and lock the shutter over the arrow slit and move to defend the door that adjoins the corridor. They stand ready to engage anyone that
(worth 10 gp) and Snarla’s spellbook. The book contains the spells that she has prepared and no others. It is protected by an explosive runes glyph of warding that deals 5d6 fire damage.