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Returning 35 results for 'condition removing growing to have replaced'.
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Magic Items
Dungeon Master’s Guide
duergar.
Toughness. Your Constitution increases by 2, to a maximum of 20.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow
range of 60 feet.
Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Spells
Player’s Handbook
surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
Disadvantage on attack rolls and ability checks.
Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30
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
Undead of the DM’s choice. Its sarcophagus contains treasure of the DM’s choice.
96–00
A giant beanstalk sprouts, growing to a height of the DM’s choice. The top leads where
Spells
Player’s Handbook
from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
Magic Items
Dungeon Master’s Guide
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature
Monsters
The Wild Beyond the Witchlight
later swept floors until an old clock tower keeper took him on as a helper. The tower’s clock was in such poor condition that it would break down often. Naeryx helped with the repairs and found
that the work gave him a sliver of joy. When the old keeper died years later, Naeryx replaced him.
The wealthy family that owned the clock tower didn’t pay Naeryx a lot of money for his work
Monsters
Vecna: Eve of Ruin
frightened condition.
Legendary Resistance (3/Day). If Kas fails a saving throw, he can choose to succeed instead.
Regeneration. Kas regains 20 hit points at the start of his turn if he has at least 1
Tovag, his Domain of Dread. He can be permanently destroyed only by having a stake driven through his heart and then being beheaded. The stake must be cut from a tree growing in soil from Oerth, Kas&rsquo
Monsters
Quests from the Infinite Staircase
creature to take his place.
If the creature accepts, it is transformed into a noble djinni. The creature’s game statistics are replaced by those of Nafas (including this trait), though it
. On a failed save, a creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Create Vortex", "rollDamageType":"force"} force damage and has the restrained condition. On a
Monsters
The Book of Many Things
feet of itself and encases the creature in a constricting cocoon. The target must succeed on a DC 23 Strength saving throw or have the restrained condition for 1 minute. A target that starts its turn
", "rollDamageType":"fire"} fire damage.
Fast Metamorphosis. On Xulregg, eggs, larvae, and pupae all develop and metamorphose at ten times their usual rate, regardless of sustenance or any other growing
Magic Items
The Book of Many Things
feet.
Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the
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
Monsters
Fizban's Treasury of Dragons
network growing near an underground river. Whatever the setup, a deep dragon festoons the narrow, twisting passages between the lair’s fungal walls with magical and mundane traps. A typical
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
Fizban's Treasury of Dragons
share the same basic structure as the sapphire dragon lair shown on map 5.12, but instead of being formed from stone, it might consist of chambers hollowed out within a fungus network growing near an
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
spells
spell. While a creature has any Exhaustion levels from this spell, it automatically fails saving throws against removing the Poisoned condition.
When the spell ends, roll the Hit Point Dice expended to
everywhere within 5 miles of you.
Each Beast and Plant creature in the area must succeed on a Wisdom saving throw or have the Frightened condition until it has spent 1 minute outside the area. Mundane plants
Ancient Copper Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options
restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
feet equal to 5 times your Exhaustion level. Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.
Exhaustion [Condition] While you have the Exhaustion condition, you experience the following effects. Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
feet equal to 5 times your Exhaustion level. Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.
Exhaustion [Condition] While you have the Exhaustion condition, you experience the following effects. Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Stag, their leader, has enormous antlers growing from her head, on which she hangs herb pouches, charms, and dozens of lit candles. Mother Skunk has wide, white streaks in her long black hair. Mother
hags form a coven, which results in heightened power. For higher-level characters, run the hags with their coven benefits to make a hard encounter. For lower-level parties, consider removing the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
access to the creature’s original organ. Removing Valin’s organ from the creature’s body reveals it to be shriveled, glassy, and pulsing with unnatural life. If the creature’s original organ is replaced
If a creature dies after one of its vital organs is replaced by Valin’s organs, it can be returned to life by a wish spell or in one of the ways described below.
Rite of Reclamation. A ritual known
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
within. Most of the windows are encrusted with dirt and have drapes or wooden shutters in poor condition. The elements have gained a foothold inside the chalet, causing plaster to peel, wood to rot
, metal fixtures to rust, and floors to bow and creak. Whatever grandeur the chalet possessed in its heyday is gone, replaced by the sight and stench of mold and decay. The following locations are keyed to the map of Chalet Brantifax. Map 4.1: chalet brantifax View Player Version
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren’t a dwarf or duergar, you gain the following additional benefits while wearing
the belt: Darkvision. You have Darkvision with a range of 60 feet. Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren’t a dwarf or duergar, you gain the following additional benefits while wearing
the belt: Darkvision. You have Darkvision with a range of 60 feet. Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
condition until the magnetic field deactivates. Removing pressure from the plate—such as by putting more weight on the opposite end of the beam—deactivates the magnetic field. If the whole party has access to
holding metal equipment, the creature has disadvantage on this save. A creature that fails the save by 4 or less slips, landing on the beam, and has the prone condition. A creature that fails this save by
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Grick Ancient Gricks can live for centuries, with the eldest growing to monstrous sizes. Grick ancients actively hunt more than they wait in ambush, and they have no qualms about devouring smaller
Attack Roll: + 7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Tentacles. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
, Wis +6, Cha +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning
Condition Immunities frightened, paralyzed
Senses truesight 60 ft
double damage to objects and structures.
Actions
Multiattack. The kraken makes three tentacle attacks. One of them can be replaced with a bite attack, and any of them can be replaced with Fling.
Bite
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an
has Disadvantage on attack rolls and ability checks. Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an
has Disadvantage on attack rolls and ability checks. Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Topi Topis are similar to zombies. Before a topi is animated, its corpse is shrunk until it stands only 2 feet tall, and its heart is cut out and replaced with a leather bag that contains a live
6(−2)
WIS
10(+0)
CHA
5(−3)
Damage Resistances bludgeoning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
bare-chested male sea elf. Its hands have been replaced with troglodyte claws, and additional limbs have been added in the form of a bugbear’s severed arms. A pair of rusty shortsword blades thrust
, any creature not immune to the stench of troglodytes must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. A gust of wind spell or similar magic can clear the air in the cave for 1 minute, while removing the troglodyte carcasses clears the air for good.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers—terrifying Undead creatures that devour all life they encounter. One can reach the
, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
covered with dials, switches, and buttons—including a light-purple button recognizable as one of the missing components of the Infernal Machine. Removing this component deactivates the controls and
-headed owlbear stat block which includes the following changes: It has the undead type instead of the monstrosity type. It has vulnerability to bludgeoning damage. It is immune to poison damage and the poisoned condition, and is immune to exhaustion.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
carry its corpse, moving it like a puppet to play out the part of priest. At this point of the ceremony, any onlookers experience a vision. The tableau of the mock wedding is replaced by a vision of the
inside of a great tower. Spiraling stairs and balconies are carved into its walls, with the interior lit by phosphorescent patches of mold growing in whorls. In the center of the open space floats a
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
defender also perishes if you die.” The steel defender’s stat block has been replaced with the stat block presented here. Steel Defender Medium construct
Armor Class 15 (natural armor)
Hit Points 2
)
INT
4 (−3)
WIS
10 (+0)
CHA
6 (−2)
Saving Throws Dex +1 plus PB, Con +2 plus PB
Skills Athletics +2 plus PB, Perception +0 plus PB × 2
Damage Immunities poison
Condition
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Walnut Dankgrass The war ever rages. Growing up in an all-female clan of druids, healers, and rangers, Walnut Dankgrass was drawn to the role of protector from her earliest years. Dedicated to
unconscious, drops to 0 hit points, or dies.
While transformed, Walnut’s game statistics are replaced by the statistics of the dire wolf, except she retains her alignment, personality, and Intelligence
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
replaced by a council of three prominent citizens, elected every two years. However, the recent abdication of one councilor and the town’s growing size have prompted the townsfolk to decide that it’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the victims’ knowledge and control of their bodies, intellect devourers use their perfect disguises to pass as the people they’ve replaced and further mind flayer plots. Intellect Devourer Tiny
Stunned condition until the end of the intellect devourer’s next turn.
Steal Body. Intelligence Saving Throw: DC 12, one Small or Medium creature within 5 feet that has the Incapacitated condition, is