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Returning 35 results for 'condition revealing guarded to have require'.
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Classes
Player’s Handbook
are sought when baleful spirits require exorcism, when locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Adventuring parties value Abjurers for the protection they provide against a variety of hostile magic and other attacks.
Magic Items
Dungeon Master’s Guide
Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some
cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
Monsters
Monster Manual
":"Force"} Force damage. If the target is a Large or smaller creature, it has the Prone condition.
Crackling Wave. Dexterity Saving Throw: DC 22, each creature in a 60-foot Cone. Failure: 32 (5d12
, it also casts Confusion centered on itself. The spell uses the creature’s spellcasting ability and doesn’t require Concentration.
If the arch-hag is destroyed or moves its lair elsewhere
Monsters
Mythic Odysseys of Theros
are guarded by ancient monsters.
Constructed Nature. An anvilwrought doesn't require air, food, drink, or sleep.Fire, Poison
Monsters
Mythic Odysseys of Theros
the sands of time or are guarded by ancient monsters.
Constructed Nature. An anvilwrought doesn't require air, food, drink, or sleep.Fire, Poison
Monsters
Mythic Odysseys of Theros
creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters.
Constructed Nature. An anvilwrought doesn’t require air, food, drink, or sleep.Fire, Poison
Monsters
Mythic Odysseys of Theros
sands of time or are guarded by ancient monsters.
Constructed Nature. An anvilwrought doesn't require air, food, drink, or sleep.
VARIANT: ANVILWROUGHT RAPTOR FAMILIAR
Some anvilwrought raptors are
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
or take 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Tendrils of Slumber", "rollDamageType":"necrotic"} necrotic damage and have the restrained condition. The affected ground
must repeat the saving throw. On a failed save, it has the unconscious condition instead of the restrained condition caused by the tendrils. On a successful save, the effect ends on the creature. An
Monsters
Quests from the Infinite Staircase
":"1d20+5", "rollType":"to hit", "rollAction":"Ensnare"} to hit, reach 5 ft., one Large or smaller creature. Hit: The target has the grappled condition (escape DC 13). Until this grapple ends, the target
has the restrained condition and takes 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Ensnare", "rollDamageType":"bludgeoning"} bludgeoning damage at the start of each of its
Backgrounds
Sword Coast Adventurer's Guide
operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn’t necessarily require you to relinquish membership
provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
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
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 sleep.Multiattack. The elf makes two Longsword or Radiant Ray attacks.
Longsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Longsword
Monsters
Mordenkainen Presents: Monsters of the Multiverse
incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points unless it is immune to the frightened condition. Otherwise, a creature takes 16
attack rolls and ability checks.
Unusual Nature. The bodak doesn’t require air, food, drink, or sleep.Fist. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
Monsters
The Book of Many Things
cursed with lycanthropy. While cursed in this way, the target retains its alignment, languages, and equipment but otherwise uses the werewolf stat block, excluding actions that require equipment the
throw or have the prone condition.
Magic Longsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Magic Longsword"} to hit, reach 5
Monsters
The Book of Many Things
damage if he fails, provided he doesn’t have the incapacitated condition.
Nimbleness. Delour can move through the space of a Medium or larger creature.
Regeneration. Delour regains 10 hit points
but otherwise uses the wererat stat block, excluding actions that require equipment the target doesn’t have. During any night when there’s a full moon in the sky, the target becomes an NPC
Monsters
The Book of Many Things
worshipers to enact its will beyond the Abyss. The exact nature of the curse that binds Aurnozci to Xulregg is its cult’s most closely guarded secret, fully known only to the faith’s enigmatic
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
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
).
Spider Climb. Kas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Strength of the Night. Kas doesn’t require a coffin, and he drinks
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
chain.
Unusual Nature. The elf doesn’t require sleep.Multiattack. The elf makes two Scimitar attacks and uses Radiant Beam (if available).
Scimitar. Melee Weapon Attack: +5;{"diceNotation
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 sleep.Multiattack. The elf makes two Morningstar attacks. It can use Rain of Radiance in place of one of these attacks.
Morningstar. Melee Weapon Attack: +3;{"diceNotation
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 sleep.Multiattack. The elf makes two Longsword or Longbow attacks.
Longsword. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Longsword"} to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
creature and any friendly Undead are immune to the frightened condition and have resistance to radiant damage. Enemies have disadvantage on death saving throws while in the aura.
Necrotic, Poison; Bludgeoning, Piercing, and Slashing that is NonmagicalCold, Fire, Lightning
Monsters
Icewind Dale: Rime of the Frostmaiden
; 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the target’s saving throw is successful or
cast spells that require material components, which limits its options. Its list of prepared spells shows only those spells it can cast. Although it has no 2nd-level spells available, the ghost can use
Magic Items
Keys from the Golden Vault
.
Condition Immunities. While attuned to the book, you can’t be charmed or frightened.
Evil Presence. The book houses an evil spirit that is hostile toward you. When you become attuned to the
. Several spells of horrific evil of the DM’s design and choosing could be in the book. Spells could impose dreadful curses, disfigure others, require human sacrifice, afflict creatures with crippling pain, spread vile plagues, and so on.
School of Abjuration
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Player’s Handbook (2014)
school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.
spells
a Wisdom saving throw or have the Frightened condition until the start of its next turn.
Using a Higher-Level Spell Slot. You can maintain Concentration on this spell for longer if you cast it using
a spell slot of level 4 (up to 1 hour) or 5 (up to 8 hours). If you use a level 6+ spell slot, the spell doesn't require Concentration, and the duration becomes 24 hours.
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who
Nature. A demilich doesn’t require air, food, drink, or sleep. So great is a demilich’s will to survive that it always has the maximum number of hit points for its Hit Dice, instead of average
monsters
titan takes 50 Necrotic damage and has the Poisoned condition until the start of its next turn.
Siege Monster. The titan deals double damage to objects and structures.Multiattack. The titan makes two
creature, it has the Grappled condition (escape DC 20) from one of two fists, and it has the Restrained condition until the grapple ends.
Thrown Boulder. The titan hurls a boulder at a point it can see
monsters
creature, it has the Grappled condition (escape DC 13).
Spellcasting. The lesser dark young of Shub-Niggurath casts one of the following spells, requiring no Material components and using Wisdom as
.
Noxious Heralds. The dark young are the first of Shub-Niggurath’s servitors to contact a cult. Those who worship the Black Goat of the Woods engage in primal rituals that require gratuitous
monsters
smaller creature, it has the Grappled condition (escape DC 18).
Spellcasting. The greater dark young of Shub-Niggurath casts one of the following spells, requiring no Material components and using Wisdom
Black Goat of the Woods engage in primal rituals that require gratuitous bloodletting and fleshy offerings. In return, the dark young heed their call. They provide a cult with brute force, smashing its
Kobold
Legacy
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Species
Volo's Guide to Monsters
creatures wouldn’t feel safe.
Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Fear Effects Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving throw
opens, revealing a nightmarish realm of torment and slaughter. 20 Typically, a Frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fear Effects Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving throw
opens, revealing a nightmarish realm of torment and slaughter. 20 Typically, a Frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Fear Effects Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving throw
opens, revealing a nightmarish realm of torment and slaughter. 20 Typically, a Frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fear Effects Whenever the characters encounter something that is supernaturally frightful, use the Frightened condition as the baseline effect. Fear effects typically require a Wisdom saving throw
opens, revealing a nightmarish realm of torment and slaughter. 20 Typically, a Frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Creating a Heist Crew This book’s adventures require the characters to practice teamwork. Encourage your players to think of their characters as longtime associates or perhaps relatives so they feel
tight-knit from the start. Similarly, ask your players to consider creating characters suited to undertaking heists. Combat prowess is less important when sneaking through a guarded complex, for