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Returning 35 results for 'condition renders guide to have revert'.
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Spells
Player’s Handbook
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
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
Magic Items
Dungeon Master’s Guide
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
Button 5. The rod transforms into a handheld battering
Magic Items
Dungeon Master’s Guide
’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
location. Absent commands from you, the snake defends itself.
As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff's property again
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
Magic Items
Dungeon Master’s Guide
duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to
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
Vecna: Eve of Ruin
regurgitate all swallowed creatures, each of which lands in a space within 10 feet of the hertilod and has the prone condition.
Spider Climb. The hertilod can climb difficult surfaces, including upside
prone condition. If the hertilod dies, a swallowed creature is no longer restrained and can escape from the corpse by using 10 feet of movement, exiting with the prone condition.
Claw. Melee Weapon
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
condition until the start of the high fae’s next turn. On a successful save, the target takes half as much damage only.
Spellcasting. The high fae casts one of the following spells, requiring no
transformation ends if the high fae is reduced to 0 hit points, uses this bonus action again, or uses a bonus action to revert to its true form.
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
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
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
the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
Yeenoghu
Legacy
This doesn't reflect the latest rules and lore.
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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
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
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
lizardfolk renders are stationed here. They attack any intruders to subdue them, then drag them before Thessalar in area 15. Manipulating Time Having a mechanical guide spend 1 charge in this area
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
lizardfolk renders are stationed here. They attack any intruders to subdue them, then drag them before Thessalar in area 15. Manipulating Time Having a mechanical guide spend 1 charge in this area
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
32. Guardroom Four lizardfolk renders are stationed here, assigned to watch over the gemsmith in area 31. Corridor The small corridor leading east across from the guardroom dead-ends at a point with
several natural fissures in the floor (leading to the underground lake below), and is used as a privy. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the lizardfolk to
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
32. Guardroom Four lizardfolk renders are stationed here, assigned to watch over the gemsmith in area 31. Corridor The small corridor leading east across from the guardroom dead-ends at a point with
several natural fissures in the floor (leading to the underground lake below), and is used as a privy. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the lizardfolk to
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
guide spend 1 charge in this area causes the lizardfolk renders on the tables to devolve back into standard lizardfolk.
in the underground lake to uncover more of the gems there.) Creatures Four lizardfolk shamans work here as lab managers, overseeing two lizardfolk renders connected to a pair of locathah. If attacked
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
“Underground Lake” at the end of this chapter for more information. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the thessalkraken to reveal itself as it breaks the surface
of the water seeking food. Spending 2 charges also causes 1d4 lizardfolk renders to arrive, ready to brave the waters in search of gems. The lizardfolk take the appearance of the characters as a sign of offering, and attempt to force them into the water as sacrifices for their demigod.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
“Underground Lake” at the end of this chapter for more information. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the thessalkraken to reveal itself as it breaks the surface
of the water seeking food. Spending 2 charges also causes 1d4 lizardfolk renders to arrive, ready to brave the waters in search of gems. The lizardfolk take the appearance of the characters as a sign of offering, and attempt to force them into the water as sacrifices for their demigod.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
guide spend 1 charge in this area causes the lizardfolk renders on the tables to devolve back into standard lizardfolk.
in the underground lake to uncover more of the gems there.) Creatures Four lizardfolk shamans work here as lab managers, overseeing two lizardfolk renders connected to a pair of locathah. If attacked
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation. If a
assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Intelligence (Arcana) check or a Dexterity check using thieves’ tools or tinker’s tools to reassemble. Manipulating Time Having a mechanical guide spend 1 charge in this area causes 1d4 lizardfolk
renders to arrive for the priest’s blessing before departing down the stairs to the underground lake (area 30). They attack unless they can be convinced the characters are part of the blessing ceremony.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Intelligence (Arcana) check or a Dexterity check using thieves’ tools or tinker’s tools to reassemble. Manipulating Time Having a mechanical guide spend 1 charge in this area causes 1d4 lizardfolk
renders to arrive for the priest’s blessing before departing down the stairs to the underground lake (area 30). They attack unless they can be convinced the characters are part of the blessing ceremony.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation. If a
assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation. If a
assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
broodguards as “histachii,” which means “egg-watchers.” Most broodguards are made from human captives forced to consume a magical brew that renders them helpless and unable to fight off the
Humanoids. Each subject is fed a special potion that immediately renders it incapacitated and transforms it into a broodguard over the next 1d6 + 6 days. A subject forced to imbibe the brew can make a DC 15
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
broodguards as “histachii,” which means “egg-watchers.” Most broodguards are made from human captives forced to consume a magical brew that renders them helpless and unable to fight off the
Humanoids. Each subject is fed a special potion that immediately renders it incapacitated and transforms it into a broodguard over the next 1d6 + 6 days. A subject forced to imbibe the brew can make a DC 15
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
action required) if it is within 60 feet of you and you don’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general
command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to staff form in its current space