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Returning 35 results for 'condition ring globe to have respect'.
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Spells
Player’s Handbook
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
damage on failed save or half as much damage on a successful one.
If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1
Magic Items
Dungeon Master’s Guide
While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.
Magic Items
Dungeon Master’s Guide
While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speed;Speeds nor cause you to have the Paralyzed or Restrained condition.
Magic Items
Dungeon Master’s Guide
Each Ring of Elemental Command is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the
Elemental Plane of Air. Every Ring of Elemental Command has the following two properties:
Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have
Spells
Player’s Handbook
is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
Chaining. Chains firmly rooted in the
ground hold the target in place. The target has the Restrained condition and can’t be moved by any means.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation
Spells
Player’s Handbook
wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly
harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute
Magic Items
Dungeon Master’s Guide
;s control.
An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can take a
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
Magic Items
Dungeon Master’s Guide
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
The Moonblade has the properties of a Ring of Spell Storing.
100
You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one
Monsters
Vecna: Eve of Ruin
ignores movement restrictions caused by webbing.Multiattack. The raklupis makes a Bite attack and two Serrated Sword attacks. It can use Venom Globe in place of one of these attacks.
Bite. Melee Weapon
must succeed on a DC 20 Constitution saving throw or have the poisoned condition for 1 minute. While poisoned in this way, a creature has the incapacitated condition and can’t regain hit points. A
Monsters
Quests from the Infinite Staircase
, death, and the seasons. Each member bears a small tattoo of a sickle on the inside of their left wrist.
Warriors of Madarua recognize and respect the ever-changing complexity of life. In combat
aura is active, the champion and all its allies in the aura have advantage on attack rolls. The aura moves with the champion and lasts for 1 minute, until the champion has the incapacitated condition, or until the champion uses another bonus action to end the aura.
Monsters
Vecna: Eve of Ruin
30 feet of the false lich must succeed on a DC 22 Wisdom saving throw or have the frightened condition for 1 minute. While frightened in this way, a creature also has the unconscious condition. An
/day each: Globe of Invulnerability, Hold MonsterThe false lich can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of
Monsters
Phandelver and Below: The Shattered Obelisk
, disguise self, mage hand, prestidigitation
1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of force
Thundering Blast (Recharge 5–6
Intelligence saving throw or take 22 (4d8 + 4);{"diceNotation":"4d8+4", "rollType":"damage", "rollAction":"Thundering Blast", "rollDamageType":"thunder"} thunder damage and have the stunned condition for 1
Monsters
Planescape: Adventures in the Multiverse
Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within 20 feet of the archon must make a DC 11
Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its next turn. On a successful save, the creature is immune to all archons’ Aura of Menace for
Monsters
Mordenkainen Presents: Monsters of the Multiverse
adhered to the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it.The surface of the world is an alien
, such stone giants can become dreamwalkers.
Dreamwalkers occupy an odd place of respect outside the stone giant ordning. They are considered outcasts, but their familiarity with the surface world makes
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
DC 19 Wisdom saving throw or have the charmed condition until the start of its next turn. While charmed, the creature also has the incapacitated condition.
Legendary Resistance (3/Day). If the high
itself must succeed on a DC 19 Wisdom saving throw or have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
half damage if it fails, provided it doesn’t have the incapacitated condition.
Magic Resistance. The high fae has advantage on saving throws against spells and other magical effects.Multiattack
, the Kindly Lord. Talion is as strange, ancient, and fickle as the wilds of Eldraine, and the Kindly Lord demands fealty and respect from their followers. But despite their austere demeanor, the Kindly
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
embellish their various weapons.
The high fae are ruled by Talion, the Kindly Lord. Talion is as strange, ancient, and fickle as the wilds of Eldraine, and the Kindly Lord demands fealty and respect from
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
with utmost respect. If he discovers Augustus’s plot to become human and leave the Moonstalkers, he would consider it the ultimate betrayal.Change Shape. Delour polymorphs into a rat-humanoid
Monsters
Waterdeep: Dungeon of the Mad Mage
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
terrain, polymorph
5th level (3 slots): Bigby's hand, geas, wall of force
6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion
7th level (2 slots): finger of death
Monsters
Fizban's Treasury of Dragons
I repeat what others have said back to them to make sure I have remembered it correctly.
2
I might not like you, but I will endeavor to treat you with respect, if not kindness.
3
I like
;t know I’m here—safer for me and safer for them. (Any)
2
Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful)
3
Storytelling. There
Monsters
Vecna: Eve of Ruin
save, the creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Flight of the Damned", "rollDamageType":"necrotic"} necrotic damage and has the frightened condition for 1
, Mage Hand, Prestidigitation
2/day each: Dimension Door, Invisibility, Scrying (as an action)
1/day each: Dominate Monster, Globe of Invulnerability, Plane Shift (self only)Vecna can take up to three
Magic Items
The Book of Many Things
Pit
40
Plant
41
Priest
42
Prisoner
43
Puzzle*
44
Ring
45
Rogue*
46
Ruin*
47
Sage*
48
Shield
49
Ship
50
Skull*
51
Staff
52
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
1
I repeat what others have said back to them to make sure I have remembered it correctly.
2
I might not like you, but I will endeavor to treat you with respect, if not kindness.
3
I
’t know I’m here—safer for me and safer for them. (Any)
2
Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful)
3
Storytelling
Monsters
Quests from the Infinite Staircase
. 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
of twinkling stardust follows Nafas wherever he goes, as evidence of his cosmic might.
No bottle, vase, ring, or lamp can contain Nafas. The genie is bound to the Infinite Staircase itself, anchored
Backgrounds
Sword Coast Adventurer's Guide
, PersuasionTool Proficiencies: One type of gaming set or one musical instrumentLanguages: One of your choiceEquipment: A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine
your name, and salt your fields.
d6
Ideal
1
Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good
Monsters
Fizban's Treasury of Dragons
. Although they view most other species as inferior to dragonkind, having worth only as servants or tools, the rare individuals who impress them can sometimes earn respect as partners—albeit
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
what others have said back to them to make sure I have remembered it correctly.
2
I might not like you, but I will endeavor to treat you with respect, if not kindness.
3
I like to impress
’m here—safer for me and safer for them. (Any)
2
Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful)
3
Storytelling. There is a magic
Monsters
Fizban's Treasury of Dragons
said back to them to make sure I have remembered it correctly.
2
I might not like you, but I will endeavor to treat you with respect, if not kindness.
3
I like to impress visitors by
—safer for me and safer for them. (Any)
2
Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful)
3
Storytelling. There is a magic in the
Monsters
Fizban's Treasury of Dragons
other dragons. Although they view most other species as inferior to dragonkind, having worth only as servants or tools, the rare individuals who impress them can sometimes earn respect as partners
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
monsters
Fey Ancestry. The drow has Advantage on saving throws to avoid or end the Charmed condition. Magic can’t put them to sleep.
Indomitable (1/Day). If the drow fails a saving throw, they
attack and have Advantage on the attack roll, or when the target is within 5 feet of an ally of the drow that doesn’t have the Incapacitated condition and the drow doesn’t have Disadvantage
Monsters
Misplaced Monsters: Volume One
immediately before the hit, the target must succeed on a DC 17 Strength saving throw or have the prone condition. If the target has the prone condition, the dandylion can make one Bite attack against it as
reaction must succeed on a DC 15 Wisdom saving throw or have the frightened condition until the end of the dandylion’s next turn.
Created by Jones D.-D.
Dandylions are herbivorous farmers who
monsters
Oily Scales. The scalathrax has Advantage on Dexterity checks made to escape from the Grappled condition or squeeze through a narrow space. If the scalathrax takes Fire damage, this trait doesn
", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target has the Poisoned condition for
monsters
can see Chafkhem, it is subjected to the following effect. Wisdom Saving Throw: DC 14. Failure: The target gains the Frightened condition until the end of Chafkhem’s next turn. If the saving
throw fails by 5 or more, the target also has the Paralyzed condition for the same duration. Success: The target is immune to Chafkhem’s Dreadful Glare for the next 24 hours.
Spellcasting
monsters
;condition (escape DC 18). While Grappled the target has the Restrained condition.
Spellcasting. The elder thing casts one of the following spells, requiring no Material components and
represented some ridged barrel-shaped object with thin horizontal arms radiating spoke-like from a central ring and with vertical knobs or bulbs projecting from the head and base of the barrel. Each
monsters
/Day Each: Finger of Death, Globe of Invulnerability Cantrip. Belcorra uses Spellcasting to cast an at-will spell.
Ghostly Stride. Belcorra flies up to half her Speed without provoking
has the Incapacitated condition or is otherwise unable to take actions. If surprise;surprised, she can’t create an effect until after her first turn in combat. When encountered within her lair






