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Returning 35 results for 'condition reduce globe to have release'.
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condition reduced globe to have release
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condition reduced grove to have release
Spells
Player’s Handbook
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
damage on failed save or half as much damage on a successful one.
If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1
Magic Items
Dungeon Master’s Guide
While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speed;Speeds nor cause you to have the Paralyzed or Restrained condition.
Magic Items
Dungeon Master’s Guide
15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15
Monsters
Monster Manual
":"damage", "rollAction":"Entangling Rope", "rollDamageType":"Force"} Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release
Magic Items
Dungeon Master’s Guide
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud.
51–55
You have the Stunned condition until the end of your next turn, believing something awesome
Spells
Player’s Handbook
the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell
save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the
Magic Items
Dungeon Master’s Guide
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. 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. While Frightened in this way, a creature must spend its turns
Spells
Player’s Handbook
You touch a willing creature. For the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor
nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Magic Items
Dungeon Master’s Guide
. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target
Spells
Player’s Handbook
is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
Chaining. Chains firmly rooted in the
ground hold the target in place. The target has the Restrained condition and can’t be moved by any means.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation
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
closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead.
56
Spells
Player’s Handbook
wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly
harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute
Magic Items
Dungeon Master’s Guide
;s control.
An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can take a
orb imposes the Charmed condition on you for as long as you remain attuned to it.
While you are Charmed by the orb, you can’t voluntarily end your Attunement to it, and the orb casts
Monsters
Vecna: Eve of Ruin
ignores movement restrictions caused by webbing.Multiattack. The raklupis makes a Bite attack and two Serrated Sword attacks. It can use Venom Globe in place of one of these attacks.
Bite. Melee Weapon
must succeed on a DC 20 Constitution saving throw or have the poisoned condition for 1 minute. While poisoned in this way, a creature has the incapacitated condition and can’t regain hit points. A
Monsters
Waterdeep: Dragon Heist
, sending, tongues4th level (3 slots): banishment, greater invisibility, Otiluke's resilient sphere5th level (3 slots): cone of cold, geas, Rary's telepathic bond6th level (2 slots): globe of
disappears.
Release a 60-foot line of silver fire that is 5 feet wide or a 30-foot cone of silver fire. Objects in the area that aren’t being worn or carried take 26 (4d12);{"diceNotation
Monsters
Bigby Presents: Glory of the Giants
", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or have the prone condition. After the giant throws the boulder, roll a d6;{"diceNotation":"1d6
condition, or both, the giant succeeds instead.Stone giants with a bent toward cruelty and destruction might reject the gods of the Ordning and turn to the worship of Ogrémoch, the Prince of Evil
Monsters
Planescape: Adventures in the Multiverse
casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14):
At will: mage armor, mage hand
1/day each: enlarge/reduce, fly
":"damage", "rollAction":"Commanding Word: Grovel", "rollDamageType":"psychic"} psychic damage, drops whatever it is holding, and has the prone condition.
3–4: Cower. The target takes 10 (3d6
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Vine", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it has the grappled condition (escape DC 18). While grappled, the creature also has the restrained condition. The
, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):
At will: detect poison and disease, druidcraft
2/day each: enlarge/reduce, speak with plants
1
Monsters
Bigby Presents: Glory of the Giants
", "rollDamageType":"cold"} cold damage plus 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Freezing Touch", "rollDamageType":"necrotic"} necrotic damage. If this damage would reduce the
target to 0 hit points, the target drops to 1 hit point instead and has the petrified condition, turning into a frozen statue.
If the statue takes bludgeoning damage, it shatters, killing the frozen
Monsters
Vecna: Eve of Ruin
30 feet of the false lich must succeed on a DC 22 Wisdom saving throw or have the frightened condition for 1 minute. While frightened in this way, a creature also has the unconscious condition. An
/day each: Globe of Invulnerability, Hold MonsterThe false lich can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of
Monsters
Phandelver and Below: The Shattered Obelisk
, disguise self, mage hand, prestidigitation
1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of force
Thundering Blast (Recharge 5–6
Intelligence saving throw or take 22 (4d8 + 4);{"diceNotation":"4d8+4", "rollType":"damage", "rollAction":"Thundering Blast", "rollDamageType":"thunder"} thunder damage and have the stunned condition for 1
Magic Items
The Book of Many Things
magic.
You have disadvantage on saving throws against the frightened condition. Whenever you start your turn frightened, the greaves release an ear-piercing scream. You and each creature within 10 feet
Monsters
Planescape: Adventures in the Multiverse
Shadowy Form. While the darkweaver is in dim light or darkness, attack rolls against it are made with disadvantage unless the darkweaver has the incapacitated condition.
Spider Climb. The darkweaver
(3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Shadow Web", "rollDamageType":"necrotic"} necrotic damage, and the target has the grappled condition (escape DC 15). The shadow web
Monsters
Planescape: Adventures in the Multiverse
Boundless Movement. The shator ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself
liquefied in this way, a demodand has the paralyzed condition despite any immunity to that condition, it has immunity to all damage, and any curse affecting it is suspended.
Magic Resistance. The shator
Monsters
Planescape: Adventures in the Multiverse
Secretions", "rollDamageType":"acid"} acid damage.
Boundless Movement. The kelubar ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to
automatically remove the grappled condition from itself.
Magic Resistance. The kelubar has advantage on saving throws against spells and other magical effects.Multiattack. The kelubar makes two Bite attacks
Monsters
Planescape: Adventures in the Multiverse
Boundless Movement. The farastu ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself
creature, it has the grappled condition (escape DC 15, with disadvantage). The farastu has two claws, each of which can grapple one creature.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9
Monsters
Bigby Presents: Glory of the Giants
much damage only. If this damage would reduce the target to 0 hit points, the target drops to 1 hit point instead and has the petrified condition, turning into a frozen statue.
If the statue takes
, and the target must succeed on a DC 23 Strength saving throw or have the prone condition.
Freezing Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Freezing Breath
Monsters
Vecna: Eve of Ruin
save, the creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Flight of the Damned", "rollDamageType":"necrotic"} necrotic damage and has the frightened condition for 1
, Mage Hand, Prestidigitation
2/day each: Dimension Door, Invisibility, Scrying (as an action)
1/day each: Dominate Monster, Globe of Invulnerability, Plane Shift (self only)Vecna can take up to three
Magic Items
The Book of Many Things
death. You take 2d10 necrotic damage, and your hit point maximum is reduced by an amount equal to the damage taken. This effect can’t reduce your hit point maximum below 10 hit points. This
Constitution saving throw or have the poisoned condition for 1 hour as your body reels from the extradimensional travel.
Justice. You momentarily gain the ability to balance the scales of fate. For
Monsters
Fizban's Treasury of Dragons
first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
Monsters
Fizban's Treasury of Dragons
lair, the creature must first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect
monsters
", "rollDamageType":"Piercing"} Piercing damage. If the target is a Medium or smaller creature, it is has the Grappled condition (escape DC 11). Until the Grapple ends, the maggot has Advantage on
creature in a 5-foot Emanation originating from the maggot. Failure: The creature has the Poisoned condition until the end of the maggot’s next turn. Failure or Success: The maggot can’t use
monsters
Bright Release. The bright walker explodes in a bright flash when it dies. Constitution Saving Throw: DC 14, each creature in a 15-foot Emanation originating from the bright walker. Creatures
with Sunlight Sensitivity make the save with Disadvantage. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Bright Release", "rollDamageType":"Radiant"} Radiant damage, and
spells
release the weapon, the creature has the Grappled condition while the weapon is stuck. While stuck, the weapon can’t be used. The target can take an action to make a Strength (Athletics) check
against your spell save DC, freeing the weapon on a success. The creature can also release the weapon to end the Grappled condition.
You can trap a number of weapons equal to the number of Hit Dice
spells
;Incapacitated condition, as you always land on your feet.
You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your level.
You gain Advantage on Dexterity checks and saving throws.
Your jump distance is doubled.
You gain the unerring reflexes and balance of a cat. Until the spell ends, you gain the following benefits:
You are immune to the Prone condition while you don’t have the