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Returning 35 results for 'condition role golems to her returned'.
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Magic Items
Dungeon Master’s Guide
condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn
. Whelm has ties to the dwarf clan that created it, called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. Whelm’s purpose is to protect dwarves. Conflict arises if the
Monsters
Quests from the Infinite Staircase
Design Specialization. When the android is created, it gains one of six possible designs suited for its role (choose or roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Design
damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn.Multiattack. The android makes two Force Strike attacks.
Force Strike. Melee or
Monsters
Quests from the Infinite Staircase
Lightning Overload. When the robot takes lightning damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn.Multiattack. The robot
condition (escape DC 15). The robot has two cargo tentacles, each of which can grapple one target.
Tractor Beam. The robot casts Telekinesis, targeting only creatures with the incapacitated condition
Monsters
Quests from the Infinite Staircase
Lightning Overload. When the robot takes lightning damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn.Multiattack. The robot
grappled condition (escape DC 16). While grappled, the target also has the restrained condition. The robot has two tentacles, each of which can grapple one target.
Laser Beam. Ranged Weapon Attack: +5
Monsters
The Book of Many Things
", "rollAction":"Enervating Claw", "rollDamageType":"necrotic"} necrotic damage, and if the target is Large or smaller, it has the grappled condition (escape DC 18). The target must succeed on a DC 18
point maximum to 0.
Drink Breath. The breath drinker targets a creature that has the incapacitated condition or that the breath drinker is grappling and that isn’t a Construct or an Undead. The
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollAction":"", "rollDamageType":"radiant"} radiant damage. If the target is a Medium or smaller creature, it must succeed on a DC 19 Strength saving throw or have the prone condition.
Radiant
saving throw or have the blinded condition until the end of the creature’s next turn.
Parry. The archon adds 5 to its AC against one melee attack that would hit it, provided it can see the
Monsters
Dragonlance: Shadow of the Dragon Queen
":"roll","rollAction":"Horrifying Visage"} × 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 a
forever as a death knight. As part of his curse, Leedara and several of her companions returned as deathless spirits devoted to ensuring Soth never finds peace.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Strixhaven: A Curriculum of Chaos
elevation to the role of Oracle of Strixhaven, but when the Founder Dragons passed him over in favor of Jadzi, his bitterness knew no bounds. He now uses the Oriq to gather the spells and magical energy he
(Athletics) check or a DC 13 Dexterity (Acrobatics) check, ending the restrained condition on itself on a success.
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
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
her role as an agent, so she devised a plan to take power for herself. Over five years she took careful stock of Clan Axebreaker’s wealth and, in one fell swoop, used her network of lieutenants to
Monsters
Quests from the Infinite Staircase
, it has the grappled condition (escape DC 20), and Zargon can pull the creature up to 20 feet straight toward itself. Zargon has six tentacles, each of which can grapple one creature. Zargon can move
save, the creature takes 38 (7d10);{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Slime Wave", "rollDamageType":"acid"} acid damage and has the poisoned condition for 1 minute. On a
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
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
monsters
creature that enters the area for the first time on a turn or starts its there is subjected to the following effect. Constitution Saving Throw: DC 15. Failure: The target has the Blinded condition
ability of the caster.Some golem crafters build golems from magically empowered glass and treated lead, as these glass golems are exceptionally sharp. In the early days of Nhimbaloth’s worship in
monsters
Sunlight Sensitivity trait make the save with Disadvantage. Failure: The creature has the Blinded condition for 1 minute. At the end of each of its turns, the target repeats the save, ending the
condition on a success. Failure or Success: Anything the caligni is wearing or carrying falls to the ground unharmed.
Sneak Attack (1/Turn). The calignideals an extra 7 (2d6) damage deals an
monsters
attack roll, or when the target is within 5 feet of an ally of the caligni that doesn’t have the Incapacitated condition and the caligni doesn’t have Disadvantage on the attack roll
travelers.
Calignis
Calignis lurk in subterranean cities, creeping to the surface to steal, stalk, or make mischief. Each caligni serves in a specific role and grows into a specific form as determined
monsters
an attack and have Advantage on the attack roll, or when the target is within 5 feet of an ally of the caligni that doesn’t have the Incapacitated condition and the caligni doesn’t have
cities, creeping to the surface to steal, stalk, or make mischief. Each caligni serves in a specific role and grows into a specific form as determined by supernatural traditions and influences in caligni
monsters
they hit a target with an attack and have Advantage on the attack roll, or when the target is within 5 feet of an ally of the caligni that doesn’t have the Incapacitated condition and the caligni
subterranean cities, creeping to the surface to steal, stalk, or make mischief. Each caligni serves in a specific role and grows into a specific form as determined by supernatural traditions and influences
monsters
creature, it must make a successful DC 14 Strength saving throw or it has the Prone condition.
Spellcasting. The caligni casts one of the following spells, using Charisma as the spellcasting ability
Calignis lurk in subterranean cities, creeping to the surface to steal, stalk, or make mischief. Each caligni serves in a specific role and grows into a specific form as determined by supernatural
monsters
a victim’s memories. Intelligence Saving Throw: DC 12, one creature the pumpkin head can see within 30 feet. Failure: The target has the Stunned condition until the end of its next turn, and its
spirit. They are crafted by demons to resemble their Humanoid victims and returned to wherever the unfortunate souls had been snatched from.
These living effigies speak with the voice of whomever they
monsters
house is targeted by a Dispel Evil and Good spell, it has the Stunned condition. At the end of each of its turns, it can make a DC 15 Charisma saving throw, ending the condition on itself on a success
as above.
Soul Trap. A Humanoid that dies within the house has its soul trapped there until the house dies. The creature can’t be returned to life by any means short of a True Resurrection or
monsters
Amphibious. The leviathan can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the leviathan fails a saving throw, it can choose to succeed instead.
Returned Curse. If the
);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Force"} Force damage. The target has the Grappled condition (escape DC 20), and until the grapple ends, the target has the
monsters
its turn on that Initiative. The Humanoid can’t be returned to life until the new shrouded is destroyed.
Graveyard Warding. The shrouded can’t move through a space with a barrier or line
", "rollAction":"Consuming Bite", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13). At the start of a Grappled
monsters
Burning Sacrifice. If a creature willingly sacrifices its life in fire or lava for the purpose of defeating the behemoth, the creature can’t be returned to life by any means. For the next 24
Grappled condition (escape DC 20). Until the grapple ends, the target has the Restrained condition.
Claw. Melee Attack Roll: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Claw"}, reach
monsters
Death’s Shroud. The mother always has the Invisible condition. Blindsight, Truesight, and other effects that allow a creature to see Invisible creatures don’t reveal the mother. A
Incapacitated condition.
Undeniable Guilt. At the start of her turn, if the mother can see a possession once owned by her living children, or if she can see or hear the spirits of her children, she
monsters
", "rollType":"damage", "rollAction":"Rending Claw", "rollDamageType":"Slashing"} Slashing damage and the target gains the Prone condition.
Piercing Talon. Melee Attack Roll: +14, Reach 5 ft. Hit: 14 (1d10
chooses one of the following options:
It teleports up to 200 ft. to an unoccupied space.
It immediately ends one spell or condition affecting it.
It ends one spell or magical effect of its choice
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
archlich turned some of his victims into undead and flesh golems, then locked them inside the tomb to serve as guardians. Acererak then resumed his wanderings. In Acererak’s absence, the tomb snared
adventurers from faraway lands and harvested their souls to feed the archlich’s phylactery, which remained hidden on another plane. Every few decades, Acererak returned to tinker with his dungeon’s traps
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
archlich turned some of his victims into undead and flesh golems, then locked them inside the tomb to serve as guardians. Acererak then resumed his wanderings. In Acererak’s absence, the tomb snared
adventurers from faraway lands and harvested their souls to feed the archlich’s phylactery, which remained hidden on another plane. Every few decades, Acererak returned to tinker with his dungeon’s traps
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Stone Golem Stone golems display great variety in shape and form, cut and chiseled from stone to appear as tall, impressive statues. Though most bear humanoid features, stone golems can be carved in
any form the sculptor can imagine. Ancient stone golems found in sealed tombs or flanking the gates of lost cities sometimes take the forms of giant beasts. Like other golems, stone golems are nearly
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Stone Golem Stone golems display great variety in shape and form, cut and chiseled from stone to appear as tall, impressive statues. Though most bear humanoid features, stone golems can be carved in
any form the sculptor can imagine. Ancient stone golems found in sealed tombs or flanking the gates of lost cities sometimes take the forms of giant beasts. Like other golems, stone golems are nearly
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Stone Golem Stone golems display great variety in shape and form, cut and chiseled from stone to appear as tall, impressive statues. Like other golems, stone golems are nearly impervious to spells
)
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Stone Golem Stone golems display great variety in shape and form, cut and chiseled from stone to appear as tall, impressive statues. Like other golems, stone golems are nearly impervious to spells
)
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Iron Golem The mightiest of the golems, the iron golem is a massive, towering giant wrought of heavy metal. An iron golem’s shape can be worked into any form, though most are fashioned to look like
giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
different creatures and be combined in different ways, no two fiendish flesh golems look exactly alike. Night hags guard the secret to making such golems, rarely sharing it with anyone else. Some fiendish
flesh golems have wings. However, the magic used to create these golems allows them to fly and hover even without wings. Fiendish Flesh Golem
Large construct, unaligned
Armor Class 12 (natural
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Iron Golem The mightiest of the golems, the iron golem is a massive, towering giant wrought of heavy metal. An iron golem’s shape can be worked into any form, though most are fashioned to look like
giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
different creatures and be combined in different ways, no two fiendish flesh golems look exactly alike. Night hags guard the secret to making such golems, rarely sharing it with anyone else. Some fiendish
flesh golems have wings. However, the magic used to create these golems allows them to fly and hover even without wings. Fiendish Flesh Golem
Large construct, unaligned
Armor Class 12 (natural