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                        Returning 35 results for 'condition webs revert'.
                    
                
                        
                            
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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is
                                                
                                            
                                                
                                                    You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
If
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.
 Web Walker. The spider ignores movement restrictions caused by webs, and
                                                
                                            
                                                
                                                    . Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    , without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same
                                                
                                            
                                                
                                                    . If this damage reduces the target to 0 Hit Points, the target becomes Stable, and it has the Poisoned condition for 1 hour. While Poisoned, the target also has the Paralyzed condition.Ethereal Jaunt. The spider teleports from the Material Plane to the Ethereal Plane or vice versa.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Spider Climb. The ettercap can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web Walker. The ettercap ignores movement restrictions caused by webs
                                                
                                            
                                                
                                                     (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the start of the ettercapâs next
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs 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 Masterâs 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 rodâs 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
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    ât 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 canât use the staff's property again
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs 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
                                                    
                                                
                                            
                                                     poisoned condition until the start of the phisarazuâs next turn.
Claw. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one
                                                
                                            
                                                
                                                    ", "rollType":"recharge", "rollAction":"Scintillating Spray"}. The phisarazu expels shimmering webs in a 60-foot cone. Creatures and objects in that area are outlined by the glittering webs for 1 minute
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     creature. Hit: The target has the grappled condition (escape DC 13). While grappled, the target also has the restrained condition. A web snare grappling a creature can be attacked and destroyed (AC 10
                                                
                                            
                                                
                                                     foot soldiers, but they prefer to avoid more powerful Fiends, who boss them around. Left on their own, kakkuus lurk in ambush and use their webs to snare prey.
Spyder-Fiends
Demonic beasts that
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     powerful as their black dragon progenitors, though, and they often drain the enclavesâ resources with their selfish demands.
Uninterested in building lairs, spiderdragons weave powerful webs and
                                                
                                            
                                                
                                                     particularly clever, though some of them understand their significance to Lolth worshipers and exploit their positions for as long as possible.Poison, PsychicStifling Webs (Recharge 5â6);{"diceNotation":"1d6
                                                
                                            
                                        
                                                     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
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     condition for 1 minute. While poisoned in this way, a creature canât regain hit points. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on
                                                
                                            
                                                
                                                     itself on a success.
Dissolving Web (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Dissolving Web"}. The quavilithku expels acid-drenched webs in a 90-foot cone. Each creature
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     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 canât regain hit points. A
                                                
                                            
                                                
                                                     pursuit. They spin durable webs and are ingenious in how they employ their webs against prey.
Spyder-fiends are organized into a hierarchy based on might and cunning, with higher-ranked spyder-fiends
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    ":"1d20+5", "rollType":"to hit", "rollAction":"Ensnare"} to hit, reach 5 ft., one Large or smaller creature. Hit: The target has the grappled condition (escape DC 13). Until this grapple ends, the target
                                                
                                            
                                                
                                                     has the restrained condition and takes 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Ensnare", "rollDamageType":"bludgeoning"} bludgeoning damage at the start of each of its
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     condition until the start of the high faeâs 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
                                                    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
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webs, and it
                                                
                                            
                                                
                                                    . Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).Some spiders are bigâothers are really big.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or
                                                
                                            
                                                
                                                     webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. If the webs arenât anchored between two
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or
                                                
                                            
                                                
                                                     webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. If the webs arenât anchored between two
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     Lightly Obscured.
 The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a DC 12 Dexterity saving throw or have the Restrained condition until it breaks
                                                
                                            
                                                
                                                     Spidersâ Nest Luca Bancone  You wander into a maze of thick webs camouflaged between tall trees. Two massive arachnids descend on you with fangs bared.
 Two Giant Spiders start combat, eager to make
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     vicious predators have arachnid features and hunched, bipedal frames, and theyâre notorious for their venomous bites and ability to shoot out webs to entrap their victims. Ettercaps often hunt in small
                                                
                                            
                                                
                                                     groups alongside giant spiders and mundane spider swarms. Ettercaps frequently overhunt their environment. Left unchecked, ettercaps might fill whole woodlands with their webs and the cocooned
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    
 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities poison
 Condition Immunities poisoned
 Senses truesight 120 ft., passive
                                                
                                            
                                                
                                                    ) piercing damage plus 9 (2d8) poison damage, and the target has the poisoned condition until the start of the phisarazuâs next turn.
 Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     carry a gourd of grease, which they apply to their feet so that they can âsurf the webs.â While sliding down webs, they move at twice their normal walking speed. The Web Runners are as good as their word
                                                
                                            
                                                
                                                     Silken Paths, keep in mind the following features.
 Difficult Terrain. Any creature with a climbing speed can walk along the webs at that speed. For all other creatures, the webs are difficult terrain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morteâs Planar Parade
                                                    
                                                
                                            
                                                     its webs. Each creature grappled by the darkweaverâs Shadow Web must make a DC 15 Wisdom saving throw. On a failed save, the creature has the frightened condition until the end of its next turn. Shadow
                                                
                                            
                                                
                                                     they can weave webs of shadow undisturbed. A darkweaver encountered in its lair has a challenge rating of 11 (7,200 XP). Lair Actions On initiative count 20 (losing initiative ties), a darkweaver can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     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->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->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Memory Web  A memory web is a living web that resembles an ordinary web spun by an ettercap, a giant spider, or another oversized arachnid. Memory webs lie in ambush draped over plant life, wrapped
                                                
                                            
                                                
                                                     around corpses, or stuck to ossuaries in dark catacombs.
 Memory webs feed on memories and require daily sustenance. When a memory webâs prey draws close, the web springs at the creature and wraps it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     each side of the entrance, keep the tower anchored in place.
 On the west side of this room, webs extend over a wooden altar with misshapen candelabras on it. Tiny spiders scuttle over the altar
                                                
                                            
                                                
                                                     to protect its disguise. Cutting the Webs. Four web anchors support the walls: two in the southwest and two in the southeast. The webs are tough but, except where they meet the walls, arenât sticky
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     needing to make an ability check.
 Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web.
 Actions
 Bite
                                                
                                            
                                                
                                                    . Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rodâs flanged head. The flames shed Bright Light in a 40-foot radius and Dim
                                                
                                            
                                                
                                                     anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Bonus Action; a buttonâs effect lasts until you 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
                                                
                                            
                                                
                                                    , 1 foot 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     action required) if it is within 60 feet of you and you donât 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     action required) if it is within 60 feet of you and you donât 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     spiderlike creature, her few humanoid features made monstrous by cruel magic and ages of hatred. Webs fill her lair deep in the Nessian Wood, sticky strands made not of silk but of her own endless hair. In
                                                
                                            
                                                
                                                     with it a risk, though, for those who Klothys finds unworthy might be driven mad. There, within Enorasiâs hollow trunk, Arasta awaits the next would-be prophet to make her meal. Her webs stretch
                                                
                                            
                                        






