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Returning 35 results for 'condition ring gold to have revenant'.
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Monsters
Monster Manual
automatically. If the Frightened target is cursed by the revenant (see Vow of Revenge), the target also has the Paralyzed condition for the duration.PoisonNecrotic, PsychicVow of Revenge (1/Day). The revenant
Regeneration. The revenant regains 10 Hit Points at the start of each of its turns. If the revenant takes Fire or Radiant damage, this trait doesn’t function at the start of its next turn. Its
Monsters
Monster Manual
has the Grappled condition (escape DC 15). Until the grapple ends, the target is suffocating. The revenant can have up to two targets Grappled in this way at a time.
Haunting Glare (Recharge 5–6
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
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
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
Magic Items
Dungeon Master’s Guide
Lions);Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a Lion for up to 1 hour. Once a lion has been used
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
Magic Items
The Book of Many Things
This gold ring bears a fluorite stone and is enchanted to sharpen the wearer’s mind.
The ring has 3 charges and regains 1d4 − 1 expended charges daily at dawn. When you make an Intelligence check, you can expend 1 charge to grant yourself advantage on the check.
Monsters
Bigby Presents: Glory of the Giants
damage, and the target must succeed on a DC 12 Strength saving throw or have the prone condition.
Thunderous Honk (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Thunderous
);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Thunderous Honk", "rollDamageType":"thunder"} thunder damage and has the deafened condition until the start of the goose’s next turn. On a
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
Planescape: Adventures in the Multiverse
Shadowy Form. While the darkweaver is in dim light or darkness, attack rolls against it are made with disadvantage unless the darkweaver has the incapacitated condition.
Spider Climb. The darkweaver
(3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Shadow Web", "rollDamageType":"necrotic"} necrotic damage, and the target has the grappled condition (escape DC 15). The shadow web
Monsters
Planescape: Adventures in the Multiverse
planes. Only when planar balance is under threat of total collapse do these elusive, gold-skinned beings leave the Outlands, manifesting gleaming blades to destroy those that threaten multiversal
overexerts itself on the Concordant Opposition.
Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and
Monsters
Planescape: Adventures in the Multiverse
a DC 16 Strength saving throw or have the grappled condition (escape DC 18) and take 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Skewering Charge", "rollDamageType":"piercing
living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces.Psychic
Monsters
Dragonlance: Shadow of the Dragon Queen
advantage on saving throws made to avoid or end the frightened condition on itself.
Death Throes. When the draconian is reduced to 0 hit points, its magical essence lashes out as a ball of lightning at
spellcasting ability (spell save DC 14):
At will: invisibility, mage hand
2/day each: dimension door, disguise self, sending
1/day: dominate personCreated from the eggs of gold dragons, aurak draconians are
Monsters
Curse of Strahd
frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Vladimir, ending the frightened condition on itself on a success.Vladimir Horngaard joined the
battled Strahd's armies to the bitter end.
Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those
Magic Items
Quests from the Infinite Staircase
An ornate carving of a serpent adorned with a coursing river spirals down the length of this redand-gold staff. While you’re holding it, you can use an action to produce one of the following
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
Monsters
Keys from the Golden Vault
, she loses her immunity to psychic damage and the charmed condition, and her Tattooed Strike becomes a melee attack that deals 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction
steal away most of the clan’s gold, leaving only a pittance.
Prisoner 13 is a cunning schemer, ruthless and patient. She listens and watches, absorbing every detail she can, and shares as
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
Monsters
Fizban's Treasury of Dragons
.
3
I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses?
4
Give me a storied helmet or scimitar over a pile of gold any day.
5
No
discuss how they might reunite and restore Sardior, the Ruby Dragon.
2
A horde of revenant;revenants led by a death knight has one goal—destroying the ancient sapphire dragon who defeated
Monsters
Fizban's Treasury of Dragons
’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
periods, the waters surge up into the nearest halls and corridors before draining away.
Underwater Cache. The dragon stashes gold and gems in an underwater cave (at the bottom of the map), the entrance
Monsters
Fizban's Treasury of Dragons
—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
before draining down nearby lava tubes. During especially active periods, the waters surge up into the nearest halls and corridors before draining away.
Underwater Cache. The dragon stashes gold and
Revenant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.PoisonNecrotic, Psychic
Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn’t function at the start of the revenant’s next
monsters
Irresistible Payment. As an Influence action, a creature that offers the drakkenhob alcohol or any amount of gold and succeeds on a DC 16 Charisma (Persuasion) check forces the drakkenhob to accept
":"Terrifying Breath", "rollDamageType":"Psychic"} Psychic damage, and the target drops whatever it is holding and has the Frightened condition. A Frightened target takes the Dash action and moves away
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual
plus 10 (3d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). Until the grapple ends, the target is suffocating. The revenant can have up to
Graveyard Revenant Graveyard revenants possess dozens of bodies that combine to form grotesque masses. They take revenge on those responsible for mass deaths or institutions that callously ruin lives
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.
Revenant A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims
Compendium
- Sources->Dungeons & Dragons->Monster Manual
is cursed by the revenant (see Vow of Revenge), the target also has the Paralyzed condition for the duration.
Bonus Actions
Vow of Revenge (1/Day). The revenant curses one creature it can see
Revenant Revenants possess the bodies they had in life, using them to hunt down their killers. If their bodies are destroyed, they take control of new bodies that gradually change to resemble the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
CR 10 Aboleth
Cultist Hierophant
Cyclops Oracle
Death Slaad
Deva
Dire Worg
Guardian Naga
Haunting Revenant
Noble Prodigy
Performer Legend
Spy Master
Stone Golem
Warrior Commander
Yochlol
Young Gold Dragon
Young Red Dragon
Compendium
- Sources->Dungeons & Dragons->Monster Manual
is cursed by the revenant (see Vow of Revenge), the target also has the Paralyzed condition for the duration.
Bonus Actions
Vow of Revenge (1/Day). The revenant curses one creature it can see
Revenant Revenants possess the bodies they had in life, using them to hunt down their killers. If their bodies are destroyed, they take control of new bodies that gradually change to resemble the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
CR 10 Aboleth
Cultist Hierophant
Cyclops Oracle
Death Slaad
Deva
Dire Worg
Guardian Naga
Haunting Revenant
Noble Prodigy
Performer Legend
Spy Master
Stone Golem
Warrior Commander
Yochlol
Young Gold Dragon
Young Red Dragon
Compendium
- Sources->Dungeons & Dragons->Monster Manual
plus 10 (3d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15). Until the grapple ends, the target is suffocating. The revenant can have up to
Graveyard Revenant Graveyard revenants possess dozens of bodies that combine to form grotesque masses. They take revenge on those responsible for mass deaths or institutions that callously ruin lives
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.
Revenant A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Fine Fellows of Daggerford Characters who explore this level might encounter three members of the Fine Fellows of Daggerford, an evil adventuring party. If Halleth the revenant (see level 1, area 37
dwarven thief, values gold above all. He has been captured by goblins and imprisoned in area 1e. Midna Tauberth, a human priest of Shar, thinks she can do everything herself. The perils of this level
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Haunting Revenant, Young Gold Dragon 15 Adult Green Dragon 16 Gulthias Blight 17 Adult Gold Dragon 22 Ancient Green Dragon 24 Ancient Gold Dragon Grassland Monsters CR Monsters 0 Cat, Deer, Eagle
, Will-o’-Wisp 3 Bugbear Stalker, Displacer Beast, Goblin Hexer, Gold Dragon Wyrmling, Green Hag, Hobgoblin Captain, Owlbear, Phase Spider, Werewolf, Yuan-ti Malison 4 Couatl, Gnoll Fang of Yeenoghu
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Fine Fellows of Daggerford Characters who explore this level might encounter three members of the Fine Fellows of Daggerford, an evil adventuring party. If Halleth the revenant (see level 1, area 37
dwarven thief, values gold above all. He has been captured by goblins and imprisoned in area 1e. Midna Tauberth, a human priest of Shar, thinks she can do everything herself. The perils of this level