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                        Returning 32 results for 'condition washes regions'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     condition (escape DC 16). While the target is grappled this way, its speed isn’t reduced, but it can’t move farther from the giant. The target takes 5 (1d10);{"diceNotation":"1d10
                                                
                                            
                                                
                                                     revealed and they are exiled, they often end up as leaders of Olhydra’s cults in colder regions.
Olhydra grants these frost giants the ability to breathe underwater, and they wield armor and weapons
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    "} piercing damage and have the prone condition. A creature makes this saving throw only once per turn.Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    . On a successful save, the wonder drops to 1 Hit Point instead.
Wind-Up Operation. The wonder has the Unconscious condition until another creature winds it with the wonder’s unique key for 1
                                                
                                            
                                                
                                                     minute. Once wound, the wonder operates for 10 days or until a creature touches the wonder with its key as a Utilize action to deactivate it, after which the wonder has the Unconscious condition until
                                                
                                            
                                        
                                                    Power Word Heal
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                    A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Power Word Heal Level 9 Enchantment (Bard, Cleric) Casting Time: Action
 Range: 60 feet
 Component: V
 Duration: Instantaneous
 A wave of healing energy washes over one creature you can see
                                                
                                            
                                                
                                                     within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Power Word Heal Level 9 Enchantment (Bard, Cleric) Casting Time: Action
 Range: 60 feet
 Component: V
 Duration: Instantaneous
 A wave of healing energy washes over one creature you can see
                                                
                                            
                                                
                                                     within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Power Word Heal 9th-level evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous A wave of healing energy washes over the creature you touch. The target regains all
                                                
                                            
                                                
                                                     its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Arcadia and in regions where its influence is felt, creatures benefit from supernatural vitality, which grants them Immunity to the Frightened and Poisoned conditions. Blessed Beneficence On the plane
                                                
                                            
                                                
                                                     of Mount Celestia and in regions where its influence is felt, creatures are blessed by the pervasive beneficence of the plane. Creatures other than Fiends and Undead gain the benefit of the Bless
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     them.
Environment
Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Blade Scout Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of Blades’ legions. Blade Scout Medium Construct (Warforged), Typically Lawful Evil
                                                
                                            
                                                
                                                    , Wis +7
 Skills Acrobatics +8, Perception +7, Stealth +8
 Damage Resistances poison
 Condition Immunities exhaustion, poisoned
 Senses passive Perception 17
 Languages Common
 Challenge 7 (2,900
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     communities to ever-increasing depths of cruelty and violence, but if the cultists’ apostasy is revealed and they are exiled, they often end up as leaders of Olhydra’s cults in colder regions. Olhydra grants
                                                
                                            
                                                
                                                     grappled condition (escape DC 16). While the target is grappled this way, its speed isn't reduced, but it can't move farther from the giant. The target takes 5 (1d10) slashing damage if it escapes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Material Plane, earth elementals often serve those who conjure them, or they appear in regions influenced by their home plane, such as crystalline nodes, energetic fault lines, or veins of magical ore. Earth
                                                
                                            
                                                
                                                    , using Slam or Rock Launch in any combination.
 Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage.
 Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Abominable Yeti Richard Luong  Giants even among their own intimidating kind, abominable yetis are stronger and bloodthirstier than their kin. They claim whole regions as their hunting grounds, and
                                                
                                            
                                                
                                                     the target has the Paralyzed condition until the start of the yeti’s next turn unless the target has Immunity to Cold damage. Success: The target is immune to this yeti’s Chilling Gaze for 1 hour
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Leviathan A towering wall of water that drags ships down to the ocean’s depths and washes away coastal settlements — that phenomenon typifies the destruction a leviathan can unleash on the world
                                                
                                            
                                                
                                                     bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities acid, poison
 Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
 Senses
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     condition.
 Actions
 Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination.
 Shortsword. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage
                                                
                                            
                                                
                                                     plus 17 (5d6) Poison damage, and the target has the Poisoned condition until the start of the assassin’s next turn.
 Light Crossbow. Ranged Attack Roll: +7, range 80/320 ft. Hit: 8 (1d8 + 4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Ancient Bronze Dragon Ancient bronze dragons develop dramatic patinas on their glimmering scales. These dragons strive to protect whole regions, continents, or planets from threats. They seek
                                                
                                            
                                                
                                                     and has the Prone condition.
 Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22, +14 to hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Skull Lord The skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of undead in a bid to
                                                
                                            
                                                
                                                    , History +8, Perception +12, Stealth +8
 Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities poison
 Condition Immunities blinded
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Skull Lord Skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of the undying in a bid to
                                                
                                            
                                                
                                                    ; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities poison
 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious
 Senses
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     regions under their control. Tasha once likened histachii to the bees that tend to larvae in beehives. It is a fanciful view of a horrific process.
 —Mordenkainen
 Yuan-ti Anathema
 Huge Monstrosity
                                                
                                            
                                                
                                                    
  19 (+4) 
 
  WIS
  17 (+3) 
 
  CHA
  20 (+5)
Skills Perception +11, Stealth +5
 Damage Resistances acid, fire, lightning
 Damage Immunities poison
 Condition Immunities poisoned
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     of cosmic entropy conjoined to the remains of dead gods. This malicious entity drifts through Wildspace and multiversal expanses inimical to life—vast regions where the chance of encountering it is
                                                
                                            
                                                
                                                     is destroyed after spending 1 minute engulfed.
 While engulfed, a creature takes 21 (6d6) Force damage at the start of each of its turns, is suffocating, has the Restrained condition, and repeats the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , overshadowing most other dragons. Mighty elemental forces swirl around them in response to their wishes, and their breath weapons can sap the strength from armies—or lay waste to whole regions. JUSTICE
                                                
                                            
                                                
                                                    , Perception +22, Persuasion +18
 Damage Immunities acid (copper), cold (silver), fire (brass and gold), or lightning (bronze)
 Condition Immunities charmed, frightened, poisoned
 Senses truesight 120 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    Character Advancement In this adventure, the characters can gain a level by exploring different regions. After the characters complete at least one encounter in all four regions, everyone in the
                                                
                                            
                                                
                                                     Hit Points by Pral or his cohorts has the Unconscious condition but is Stable. If all the characters are defeated by Pral’s band, they wake up 1 hour later on the trail with 1 Hit Point—and 10 fewer
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Lady Illmarrow Lady Illmarrow is a legend—an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a
                                                
                                            
                                                
                                                    , and slashing from nonmagical attacks
 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
 Senses truesight 120 ft., passive perception
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    )
 
  DEX
 10 (+0)
 
  CON
 12 (+1)
 
  INT
 10 (+0)
 
  WIS
 11 (+0)
 
  CHA
 13 (+1)
Skills Acrobatics +2, Perception +4
 Damage Immunities poison, psychic
 Condition Immunities
                                                
                                            
                                                
                                                     transformed by the creature’s presence, which creates one or more of the following effects:
  Supernatural shadow turns all bright light to dim light in underground regions within 6 miles of the lair
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     soldiers and civilians alike, whose actions then weakened the overlord’s bonds to give him even greater sway over the regions surrounding his shards. The violence seen in Thaliost and other occupied
                                                
                                            
                                                
                                                    
 Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
 Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
 Senses truesight 120 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    . Lingering in this chamber causes creatures to feel drowsy. A creature that ends its turn in this chamber must succeed on a DC 13 Constitution saving throw or have the unconscious condition for 1 minute. If
                                                
                                            
                                                
                                                     has the incapacitated condition for 1 minute. On a successful save, the creature experiences a vision of what happened to Landro on the Day of Mourning (use the read-aloud text of the vision in area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     regions of Irian reflect the idea of beginnings and of resurgent life: fertile lands untouched by any tool, glittering crystal forests, and thriving homesteads and communities. Angels dwell in a grand
                                                
                                            
                                                
                                                     deals one additional die of damage. 2 Blood spilled here never washes away. Any Charisma checks made in the zone to avoid hostility are made with disadvantage; Charisma checks made to encourage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Supernatural Regions Not all lands thrive as nature intended. Magical forces, strange interlopers, or tragic events can alter an area’s destiny, fundamentally changing the land. While the flora
                                                
                                            
                                                
                                                     affected location. The descriptions of the following supernatural regions summarize the region, present a table of potential effects within the affected area, and note triggers for a random effect. Feel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     and urging them to give voice to their deepest fears Hatred: Appears in volcanic regions and provokes creatures to scream and destroy things Inspiration: Appears around memorials or natural wonders
                                                
                                            
                                                
                                                     (+1)
 
  INT
  10 (+0)
 
  WIS
  13 (+1)
 
  CHA
  10 (+0)
Skills Stealth +3
 Damage Immunities acid
 Condition Immunities prone
 Senses darkvision 60 ft., Passive Perception 11
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     character who succeeds on a DC 16 Charisma (Intimidation or Persuasion) check can convince the goblins to be quiet and not mention the party’s presence to others—on the condition that the characters help the
                                                
                                            
                                                
                                                     the churning lava below washes over the stone bridge. At the far end is an obsidian pyramid. Its faces bear relief carvings of ancient dwarves feasting, celebrating, and tending to their injured. Its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     table piled with food. The grease-stained tablecloth is tucked under the giant’s chin, and she washes down each slobbering mouthful of food with a gulp from a barrel of beer.
 A tea cart in one corner
                                                
                                            
                                                
                                                    , psychic
 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
                                                
                                            
                                        





