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Returning 35 results for 'condition remains good to have returns'.
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Monsters
Monster Manual
Undead Restoration. If the revenant dies, it revives 24 hours later unless Dispel Evil and Good is cast on its remains. If it revives, it animates another group of corpses elsewhere on the same plane
of existence; it now looks different but uses the same stat block and returns with all its Hit Points.Multiattack. The revenant makes two Suffocate attacks.
Suffocate. Melee Attack Roll: +8
Monsters
Monster Manual
dies, it revives 24 hours later unless Dispel Evil and Good is cast on its remains. If it revives, it animates another Gargantuan object or structure elsewhere on the same plane of existence; it now
looks different but uses the same stat block and returns with all its Hit Points.Multiattack. The revenant makes two Object Slam attacks and uses Invitation.
Object Slam. Melee or Ranged Attack Roll
Monsters
Monster Manual
Celestial Restoration. If the naga dies, it returns to life in 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Celestial Restoration"} days and regains all its Hit Points unless Dispel
Evil and Good is cast on its remains.Multiattack. The naga makes two Bite attacks. It can replace any attack with a use of Poisonous Spittle.
Bite. Melee Attack Roll: +8;{"diceNotation":"1d20+8
Monsters
Monster Manual
and Good is cast on its corpse. If it revives, it animates a Humanoid corpse elsewhere on the same plane of existence; it now looks different but uses the same stat block and returns with all its Hit
see within 30 feet. Failure: 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
Monsters
Monster Manual
magically returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet
spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25):
At Will: Detect Evil and Good1/Day Each: Commune, Control Weather, Dispel Evil and Good
Monsters
Monster Manual
magical effects.
Undead Restoration. If the flameskull is destroyed, it regains all its Hit Points in 1 hour unless Holy Water is sprinkled on its remains or the Dispel Evil and Good spell is cast
Magic Items
Dungeon Master’s Guide
free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
Monsters
Monster Manual
magically returns to the nycaloth’s hand immediately after a ranged attack.Acid, PoisonCold, Fire, LightningShadowy Teleport. The nycaloth has the Invisible condition for 1 minute, and it teleports up
to 30 feet to an unoccupied space it can see. The condition ends early immediately after it deals damage.
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an
attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.
Monsters
Monster Manual
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the Grappled condition (escape DC 13). Ability checks made to escape
the target is a Large or smaller creature, it has the Grappled condition (escape DC 13). Ability checks made to escape this grapple have Disadvantage.AcidShape-Shift. The mimic shape-shifting;shape
Monsters
Monster Manual
creature within 5 feet. Failure: 21 (4d8 + 3);{"diceNotation":"4d8+3", "rollType":"damage", "rollAction":"Constrict", "rollDamageType":"Bludgeoning"} Bludgeoning damage. The target has the Grappled condition
(escape DC 13), and it has the Restrained condition until the grapple ends.
Spellcasting (Yuan-ti Form Only). The yuan-ti casts one of the following spells, requiring no Material components and
Monsters
Monster Manual
"}, reach 5 ft. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage, and the target has the Poisoned condition until the start
Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1
Monsters
Monster Manual
"} Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends. Success: Half damage only.
Poison Spray (Recharge 5–6);{"diceNotation
":"Poison Spray", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the end of the yuan-ti’s next turn. While Poisoned, the target has the Blinded
Equipment
Ingested Poison
A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats
the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can’t be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned.
Monsters
Monster Manual
", "rollAction":"Chaos Blade", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType
version), Cloudkill (level 6 version), Fly, Plane Shift, TonguesAcid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to its
Monsters
Monster Manual
damage. Hit or Miss: The spear magically returns to the salamander’s hand immediately after a ranged attack.
Constrict. Strength Saving Throw: DC 15, one Large or smaller creature the
":"2d6", "rollType":"damage", "rollAction":"Constrict", "rollDamageType":"Fire"} Fire damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends.FireCold
Monsters
Monster Manual
feet (Constructs and Undead succeed automatically). Failure: The target has the Unconscious condition for 10 minutes or until it takes damage or a creature within 5 feet of it takes an action to wake
it returns to its true form (that of a Small jackal). Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Monster Manual
":"Slashing"} Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from two of four claws, and it has the Restrained condition until the grapple
Trident", "rollDamageType":"Force"} Force damage. Hit or Miss: The trident magically returns to the mezzoloth’s claw immediately after a ranged attack.
Spellcasting. The mezzoloth casts one of the
Monsters
Monster Manual
, 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
. Failure: 8 (1d6 + 5);{"diceNotation":"1d6+5", "rollType":"damage", "rollAction":"constrict", "rollDamageType":"Bludgeoning"} Bludgeoning damage. The target has the Grappled condition (escape DC 13), and
Monsters
Monster Manual
Material Plane. The spell fails and is wasted if the target is under the effect of the Protection from Evil and Good spell or within a Magic Circle spell.
If the target takes damage from the Dream
Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Monster Manual
":"Chaos Claw", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll
(self only), TonguesAcid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size
Monsters
Monster Manual
, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Chaos Staff"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4
Thoughts, Mage Hand1/Day Each: Fireball, Invisibility (self only)Acid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to
Monsters
Monster Manual
":"Nightmare Ray", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the start of the oni’s next turn.
Shape-Shift. The oni shape-shifting;shape-shifts
into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn&rsquo
Monsters
Monster Manual
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
water. Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the
Spells
Player’s Handbook
change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its
stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
Stage
Condition
1
Clear
2
Light clouds
3
Overcast or ground fog
4
Rain
Monsters
Monster Manual
: 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
doppelganger shape-shifting;shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Monster Manual
, the target takes an extra 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Avalanche Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage and has the Prone condition.
Animate
of 1 and lacks this action. The boulder takes its turn immediately after the galeb duhr on the same Initiative count, and it obeys the galeb duhr. A boulder remains animate for 1 minute or until it or the galeb duhr dies.Poison
Spells
Player’s Handbook
by a Protection from Evil and Good or Magic Circle spell can’t be possession;possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target’s body, and
container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature’s soul is in the
Spells
Player’s Handbook
you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.
Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
Monsters
Monster Manual
Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute.Second Roar. Wisdom Saving Throw: DC 20
, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a
Magic Items
Dungeon Master’s Guide
Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour.
02–10
A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (DM
’s choice) 30 feet into the air for 1d4 minutes.
11–20
A Treant sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good
Monsters
Monster Manual
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Emotions, Greater Restoration, Pass without Trace, Water Breathing 1/Day Each: Commune, Dispel Evil and Good, Plane ShiftLegendary Action Uses: 3. Immediately after another creature’s turn, the
Monsters
Monster Manual
"} Cold damage. If the target is a Huge or smaller creature, it is pushed up to 20 feet straight away from the marid and has the Prone condition. Success: Half damage only.
Spellcasting. The marid casts
one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Create or Destroy Water, Detect Evil and Good, Detect Magic
Monsters
Monster Manual
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Emotions, Greater Restoration, Pass without Trace, Water Breathing 1/Day Each: Commune, Dispel Evil and Good, Plane ShiftLegendary Action Uses: 3. Immediately after another creature’s turn, the
Monsters
Monster Manual
following effect:
Fearful (Hunter Only). The target has the Frightened condition until the end of its next turn.
Magic Resistance. The animal lord has Advantage on saving throws against spells and
returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.