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Returning 35 results for 'condition related guide to have release'.
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conviction replaced guide to have release
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
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
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
Magic Items
Dungeon Master’s Guide
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a
Magic Items
Dungeon Master’s Guide
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
(see the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The orb has 7 charges and regains 1d4 + 3 expended
Monsters
Fizban's Treasury of Dragons
":"slashing"} slashing damage.Dragonnels are distantly related to chromatic, gem, and metallic dragons and resemble them in basic form. Intelligent enough to understand speech but incapable of speaking
a dragonnel using the find greater steed spell, which appears in Xanathar’s Guide to Everything.
Monsters
Vecna: Eve of Ruin
", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage.Distantly related to scavvers, star anglers are astral predators that resemble hulking, golden anglerfish with iridescent fins and tails. A
feet of itself. The target must succeed on a DC 13 Wisdom saving throw or have the charmed condition until the start of the star angler’s next turn. While charmed in this way, the target has the
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 if it is a creature.Titanotheres are a family of enormous
mammals related to rhinoceros;rhinoceroses. Some of them lack any horns on the face, while others have one, two, or more horns of various shapes and sizes. Some have rough, almost stony skin; some have
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
have the frightened condition for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Faerie pests love to cause
moss than most mortals. While ouphes are related to Eldraine’s faeries, the faeries treat them like distant (and somewhat embarrassing) cousins. Ouphes can be represented with the stat blocks for Pixie;pixies or Sprite;sprites.
Mischievous Stealth. The faerie takes the Hide action.
Monsters
Adventure Atlas: The Mortuary
: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Entrap"} to hit, reach 5 ft., one Large or smaller creature. Hit: The target has the grappled condition (escape DC 13). Until this
grapple ends, if the target is not an Undead, the target has the restrained condition and takes 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Entrap", "rollDamageType":"piercing
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
creature is wreathed in light, attack rolls against the creature have advantage, and the creature can’t benefit from the invisible condition.
Spellcasting. The faerie casts one of the following
most mortals. While ouphes are related to Eldraine’s faeries, the faeries treat them like distant (and somewhat embarrassing) cousins. Ouphes can be represented with the stat blocks for Pixie
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
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn’t require
configurations to create star moth;star moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming
Magic Items
Mythic Odysseys of Theros
Guide for details on randomly determined properties.
Command the Deep. The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea
within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s Guide) or calming a storm. In either
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn
moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and
Monsters
Bigby Presents: Glory of the Giants
, 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
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
Demonomicon of Iggwilv
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Tasha’s Cauldron of Everything
in the “Artifacts” section of the Dungeon Master’s Guide:
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8
charges).
Abyssal Reference. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn
. The elves sculpt these substances in various configurations to create star moth;star moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Special Equipment. The elf wears a suit of elven
these substances in various configurations to create star moth;star moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn
Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels.
Although
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Glacier Throw", "rollDamageType":"cold"} cold damage, and the target must succeed on a DC 25 Strength saving throw or have the prone condition.
Glacial Upheaval (Recharge 5–6
’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
Magic Items
Waterdeep: Dragon Heist
of power (see the Dungeon Master’s Guide) in addition to the following properties.
Animate Walking Statues. You can expend 1 or more of the staff’s charges as an action to animate or
.)
Destroying the staff would release the spirits trapped inside it, but in that event, Khelben’s spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben&rsquo
Yeenoghu
Legacy
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Learn More
Monsters
Out of the Abyss
condition.
Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.
Until the next initiative count 20, all gnoll;gnolls and hyena;hyenas within the lair are enraged
madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.
Madness of Yeenoghu
d100
Flaw (lasts until cured)
01–20
Magic Items
The Book of Many Things
*
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
unconscious condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are stabilized. If you fail three death saving throws
Equipment
explorers. A traveler’s guide allows you to add your proficiency bonus to any Intelligence checks you make related to the destination it details.
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
creature has the Frightened condition for 1 minute. At the end of each of its turns, the creature repeats the saving throw, ending the effect on itself on a success. Success: The creature is immune to
Frightened condition in a 20-foot Emanation originating from Lady’s Whisper. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Fearful Feast", "rollDamageType":"Psychic
Monsters
Infernal Machine Rebuild
Dark Devotion. They have advantage on saving throws against being charmed or frightened.
Dwarven Resilience. They have advantage on saving throws against the poisoned condition and resistance to
poison damage.
Stonecunning. They have a +4 bonus to Intelligence (History) checks related to the origin of stonework.Pick. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction
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
monsters
Breathless Warding. A creature holding its breath has the Invisible condition to the hearse. If the creature takes damage while holding its breath, it must succeed on a DC 15 Constitution saving
condition (escape DC 14), and it has the Restrained condition until the grapple ends. Success: Half damage only.
Tolling Bell (1/Day). Wisdom Saving Throw: DC 16, each creature of the hearse’s choice
spells
Exhaustion condition are immune to this spell. Until the spell ends, you can determine if creatures you can see are related biologically. In addition, you know if a creature’s Hit Points are at