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Returning 35 results for 'condition remaining gods to have read'.
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Spells
Player’s Handbook
Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment
, read its thoughts, or magically detect its location, and no spell—not even Wish—can gather information about the target, observe it remotely, or control its mind.
Monsters
Monster Manual
Advanced Telepathy. The flumph perceives the content of any telepathic communication within 60 feet of it.
Prone Deficiency. If the flumph receives the Prone condition, roll a die. On an odd number
, it has the Incapacitated condition. At the end of each of its turns, the flumph makes a DC 10 Dexterity saving throw, ending the Incapacitated condition on a success.
Telepathic Shroud. The flumph
Monsters
Monster Manual
Shielded Mind. The couatl’s thoughts can’t be read by any means, and other creatures can communicate with it telepathically only if it allows them.Bite. Melee Attack Roll: +7
, and the target has the Poisoned condition until the end of the couatl’s next turn.
Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet
Monsters
Monster Manual
.
Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12).
Unsettling Visage (Recharge 6);{"diceNotation
: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.Shape-Shift. The
Spells
Player’s Handbook
can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic
action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires
Magic Items
Dungeon Master’s Guide
tome are filled with indecipherable scrawls. The remaining pages are blank.
While attuned to this item, you can use it as a Spellbook and an Arcane Focus. In addition, while holding the tome, you can
again until the next dawn.
Only you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased.
Vecna watches anyone using this tome and can write cryptic messages in it. These messages typically fade away after they are read.
Spells
Player’s Handbook
is real.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the
duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
Spells
Player’s Handbook
saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it
.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC
Magic Items
Quests from the Infinite Staircase
The blasphemous weapon Heretic was created by a cult to steal power from good-aligned gods. The blade hungers to strike down servants of the Upper Planes and weaken the forces of good.
You gain a +3
condition until the start of your next turn. Celestials have disadvantage on the save.
Faith Hunter. While holding the sword, you can use an action to expend 1 or more of its charges to cast one of the
Monsters
The Book of Many Things
and other magical effects.
Thought Shield. The hierophant’s thoughts can’t be read by any means unless the hierophant allows it.Multiattack. The hierophant makes two Herald’s Axe
", "rollDamageType":"psychic"} psychic damage and has the incapacitated condition until the start of its next turn. On a successful save, a creature takes half as much damage only. The manifestation persists
Monsters
Mordenkainen Presents: Monsters of the Multiverse
temporary hit points.
Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.Bites. Melee Weapon Attack: +5
of its hit points remaining, the swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: command
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
to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.
Astral elves were among the first creatures to dwell in the Silver Void. As
Monsters
Bigby Presents: Glory of the Giants
on a DC 25 Strength saving throw or have the prone condition.
Vortex (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Vortex"}. The cradle conjures a vortex of wind at a
restrained condition within the vortex. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder. The vortex lasts until the start of the
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
Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.
Astral elves were among the first creatures to
Monsters
Bigby Presents: Glory of the Giants
"} bludgeoning damage, and the target must succeed on a DC 22 Strength saving throw or have the prone condition.
Grasping Root. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit
", "rollAction":"Grasping Root"} to hit, reach 30 ft., one creature not grappled by the cradle. Hit: the target has the grappled condition (escape DC 17). Until the grapple ends, the target takes 29 (4d10 + 7
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
priests draw their strength from the pantheon of elven gods and oversee religious practices in astral elf society. It’s common for them to serve aboard spelljamming ships, not only as emissaries
Monsters
Quests from the Infinite Staircase
incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).
Stone Shape (3/Day). The pech casts Stone
. The pech makes two Fortified Pickaxe attacks. If it hits a Large or smaller creature with both attacks, the target must succeed on a DC 14 Strength saving throw or have the prone condition.
Fortified
Monsters
Bigby Presents: Glory of the Giants
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
", "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
Monsters
Bigby Presents: Glory of the Giants
to 100 feet straight away from the scion and have the prone condition.
Slam. Melee Weapon Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 20 ft., one
condition, has total cover against attacks and other effects outside the scion, and takes 24 (7d6);{"diceNotation":"7d6", "rollType":"damage", "rollAction":"Inhale", "rollDamageType":"force"} force
Monsters
Bigby Presents: Glory of the Giants
", "rollDamageType":"thunder"} thunder damage, and the target must succeed on a DC 26 Strength saving throw or have the prone condition.
Slam. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
", "rollType":"damage", "rollAction":"Thunderous Vortex", "rollDamageType":"thunder"} thunder damage and must succeed on a DC 24 Constitution saving throw or have the stunned condition until the end of its next
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
starlight through their weapons, and they can rescue warriors from a perilous situation by using their gods-given power of teleportation.
Astral Elves
Long ago, some elves ventured to the Astral
Monsters
Bigby Presents: Glory of the Giants
"} radiant damage and have the blinded condition until the start of the scion’s next turn.
Slam. Melee Weapon Attack: +16;{"diceNotation":"1d20+16", "rollType":"to hit", "rollAction":"Slam"} to hit
save, a creature takes 19 (3d12);{"diceNotation":"3d12", "rollType":"damage", "rollAction":"Runic Boulder", "rollDamageType":"force"} force damage and has the prone condition. On a successful save, a
Monsters
Bigby Presents: Glory of the Giants
Strength saving throw or have the prone condition.
Shattering Roar (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Shattering Roar"}. The cradle lets out a painfully load roar
Roar", "rollDamageType":"thunder"} thunder damage and has the incapacitated condition until the end of its next turn.A scion of Skoraeus typically slumbers deep in the heart of a towering mountain
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
summon a solar dragon.
Astral Elves
Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.
Astral
Magic Items
The Book of Many Things
points, you can expend 1 charge from the war pick to have that creature make a DC 15 Constitution saving throw. On a failed save, the creature has the petrified condition for 8 hours. When the war pick has no charges remaining, it loses this property.
Monsters
Van Richten’s Guide to Ravenloft
dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.
The attached necrichor can telepathically control the target’s move
each of its turns, detaching from the necrichor and forcing it to move into the nearest unoccupied space on a success.A necrichor is a being of living blood, formed from the ichor of evil gods or the
Monsters
Bigby Presents: Glory of the Giants
, and the target must succeed on a DC 26 Strength saving throw or have the prone condition.
Slam. Melee Weapon Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Slam"} to hit
throw. On a failed save, a creature takes 60 (11d10);{"diceNotation":"11d10", "rollType":"damage", "rollAction":"Lava Wave", "rollDamageType":"fire"} fire damage and has the restrained condition from
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
Monsters
Bigby Presents: Glory of the Giants
":"Spit Hailstone", "rollDamageType":"cold"} cold damage, and the target must succeed on a DC 26 Strength saving throw or have the prone condition.
Lightning Barrage (Recharge 5–6);{"diceNotation":"1d6
and has the stunned condition until the end of its next turn. On a successful save, the target takes half as much damage only.Booming Step. Immediately after taking damage, the cradle cracks with
Monsters
The Book of Many Things
", "rollAction":"Enervating Claw", "rollDamageType":"necrotic"} necrotic damage, and if the target is Large or smaller, it has the grappled condition (escape DC 18). The target must succeed on a DC 18
point maximum to 0.
Drink Breath. The breath drinker targets a creature that has the incapacitated condition or that the breath drinker is grappling and that isn’t a Construct or an Undead. The
Equipment
feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can
your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the incapacitated condition for 1 minute. An incapacitated Construct can repeat the saving throw at the end of its
Monsters
Spelljammer: Adventures in Space
, righting itself and ending the incapacitated condition if it succeeds.
Telepathic Shroud. Flapjack is immune to any effect that would sense its emotions or read its thoughts, as well as all divination
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
rapidly and thrive within 6 miles of the scion.
If the scion dies, these effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam, and his children. But
Monsters
Bigby Presents: Glory of the Giants
and has the poisoned condition for 1 minute. On a successful save, a creature takes half as much damage only.
A creature poisoned in this way can make a DC 24 Constitution saving throw at the end of
other effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater claim: they are
Monsters
Bigby Presents: Glory of the Giants
Strength saving throw or have the prone condition.
Slam. Melee Weapon Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10
.
If the scion dies, these effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater