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Returning 35 results for 'condition rolling globe to have revert'.
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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
Monsters
Monster Manual
":"Chaos Claw", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll
Monsters
Monster Manual
, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Chaos Staff"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4
Monsters
Monster Manual
", "rollAction":"Chaos Blade", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType
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
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
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
, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01–50
You cast a random spell determined by
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
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
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
, Stinking Cloud.
21–25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened
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
rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor
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
Magic Items
Dungeon Master’s Guide
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal
disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.
Quaal’s Feather Tokens
1d100
Token
Rarity
01-20
Quaal's
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
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
Bigby Presents: Glory of the Giants
"} bludgeoning damage, and the target must succeed on a DC 22 Strength saving throw or have the prone condition.
Grasping Root. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit
", "rollAction":"Grasping Root"} to hit, reach 30 ft., one creature not grappled by the cradle. Hit: the target has the grappled condition (escape DC 17). Until the grapple ends, the target takes 29 (4d10 + 7
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
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.
Magic Items
Strixhaven: A Curriculum of Chaos
or until you use an action to remove it.
The toy can also be used to fight off fear. When you make a saving throw to avoid or end the frightened condition on yourself, you can give yourself advantage
on the roll if the toy is on your person. You must decide to do so before rolling the d20. If the save succeeds, you can't use the toy in this way until you finish a long rest.
Monsters
Thieves’ Gallery
Fey Ancestry. Simon has advantage on saving throws he makes to avoid or end the charmed condition on himself, and magic can’t put him to sleep.
Special Equipment. Simon carries a bag of
;{"diceNotation":"1d20+6", "rollType":"spell", "rollAction":"Chaos Bolt"} to hit, range 60 ft., one target. Hit: 14 (2d10 + 3) damage of a random type determined by rolling a d8;{"diceNotation":"1d8
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
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
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
spells
Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
Water. The damage type is Acid. Each creature that fails the saving throw has the Prone
feet away from you.
Coldfire. The damage type is Cold. Each creature that fails the saving throw has the Frightened condition until the start of your next turn.
Earth. The damage type is Bludgeoning
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
/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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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 minute
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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 minute
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Otiluke’s Freezing Sphere Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 300 feet
Components: V, S, M (a miniature crystal sphere)
Duration: Instantaneous
A frigid globe
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 minute. Creatures that
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 19
Languages Abyssal, Common, telepathy 120 ft.
Challenge 19 (22,000 XP) Proficiency Bonus +6
Magic Resistance. The raklupis
caused by webbing.
Actions
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 Attack: +11 to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 19
Languages Abyssal, Common, telepathy 120 ft.
Challenge 19 (22,000 XP) Proficiency Bonus +6
Magic Resistance. The raklupis
caused by webbing.
Actions
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 Attack: +11 to
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
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 and planar travel. The demiplane is your choice
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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 and planar travel. The demiplane is your choice