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                        Returning 35 results for 'condition webs reverts'.
                    
                
                        
                            
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                                        condition were repeats
                                    
                                
                                    
                                        condition webs repeats
                                    
                                
                                    
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                                        condition webs reveals
                                    
                                
                        
                    
                
                        
                                                     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
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     command word to render it inanimate.
On your turn, you can mentally command the animated broom if it is within 30 feet of you and you donât have the Incapacitated condition (no action required
                                                
                                            
                                                
                                                     Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points it regains all of them.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     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
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    Aura of Menace. As long as the archon doesnât have the incapacitated condition, each creature of the archonâs choice that starts its turn within 20 feet of the archon must make a DC 12
                                                
                                            
                                                
                                                     Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its next turn. On a successful save, the creature is immune to all archonsâ Aura of Menace for
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     have the prone condition.
Lance (Elf or Hybrid Form Only). Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Lance"} to hit, reach 10 ft., one target. Hit: 9 (1d12
                                                
                                            
                                                
                                                     Arrow", "rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 11 Dexterity saving throw or have the restrained condition until the start of the werefoxâs next turn.By
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    . If the target is a Large or smaller creature, it has the grappled condition (escape DC 18). It also has the restrained condition and takes 16 (3d10);{"diceNotation":"3d10", "rollType":"damage
                                                
                                            
                                                
                                                     has the stunned condition for 1 minute. On a successful save, a target takes half as much damage only. An affected creature can repeat the saving throw at the end of each of its turns, ending the
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    ":"Constrict", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target has the grappled condition (escape DC 19). Until this grapple ends, the target takes 11 (2d10);{"diceNotation":"2d10
                                                
                                            
                                                
                                                    ":"Snake Bite", "rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 18 Constitution saving throw or have the poisoned condition until the start of Euryaleâs next
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    ", "rollDamageType":"piercing"} piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the nonaton canât use this
                                                
                                            
                                                
                                                    ":"6d6", "rollType":"damage", "rollAction":"Pillar of Truth", "rollDamageType":"force"} force damage, and the creature reverts to its original form (if itâs in a different form) and canât
                                                
                                            
                                        
                                                     Magic Items
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     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.
If you use a bonus action to speak the command word again, or if the snake is reduced to 0 hit points, the snake reverts to staff form in its current space.
Thunderclap. You point the
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     throw or have the prone condition.
Magic Longsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Magic Longsword"} to hit, reach 5
                                                
                                            
                                                
                                                     transformed. He reverts to his humanoid form if he dies.
Cunning Action. Augustus takes the Dash, Disengage, or Hide action.
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     damage if he fails, provided he doesnât have the incapacitated condition.
Nimbleness. Delour can move through the space of a Medium or larger creature.
Regeneration. Delour regains 10 hit points
                                                
                                            
                                                
                                                     hybrid, a Medium giant rat, or his humanoid form. His statistics, other than his size and speed, are the same in each form. Any equipment he is wearing or carrying isnât transformed. He reverts to his humanoid form if he dies.
Cunning Action. Delour takes the Dash, Disengage, or Hide action.
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     condition (escape DC 18) instead. Strahd can grapple only one creature at a time.
Blighted Fire (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Blighted Fire"}. Strahd
                                                
                                            
                                                
                                                     succeed on a DC 17 Wisdom saving throw or have the charmed condition. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isnât under Strahdâs
                                                
                                            
                                        
                                                     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.
                                                
                                            
                                        
                                                    Flesh to Stone
                                                    
    
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        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes
                                                
                                            
                                                
                                                     it reverts to its original state.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
                                                
                                            
                                        
                                                    Ancient Copper Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the
                                                
                                            
                                                
                                                     restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     Incapacitated condition. You can take a Magic action to disable or enable this aura. Any enemy that starts its turn in the aura must succeed on a DC 18 Wisdom saving throw or have the Frightened condition until
                                                
                                            
                                                
                                                     reverts to its original form and the orb reappears outside its body.
Destroying the Orb. If an Ancient Gold Dragon willingly swallows the orb, the orb and the dragon are both destroyed.
                                                
                                            
                                        
                                                     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->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
                                                
                                            
                                                
                                                    , and you canât use the staffâs property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
                                                
                                            
                                        






