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Returning 35 results for 'conditions ranges goddess to her return'.
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Spells
Player’s Handbook
its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell.
Divine Word Effects
Hit Points
Effect
0–20
The target dies.
21–30
The target has the Blinded, Deafened, and Stunned conditions for 1 hour.
31–40
The target has the Blinded and Deafened conditions for 10 minutes.
41–50
The target has the Deafened condition for 1 minute.
Magic Items
Dungeon Master’s Guide
to 0 Hit Points, Blackrazor devours your soul (see “Devour Soul” below).
While you hold this weapon, you have Immunity to the Charmed and Frightened conditions, and you have Blindsight
energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm
Monsters
Tomb of Annihilation
vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its
Lugg.
Artus has spent most of his life trying to keep the Ring of Winter out of evil hands, but his return to Chult is focused on reuniting with his beloved Alisanda, who disappeared along with the
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
they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.
Maze. You
monsters
’s turns, it gains one recovery point but otherwise cannot use actions or legendary actions other than Relentless Horror. When it gains its fourth recovery point, its maximum hit points return to
Prone and Restrained conditions as fibrous plant tendrils erupt from the ground. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
Monsters
Mordenkainen's Fiendish Folio Volume 1
are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels them to lash out in fearsome raids when the conditions are right.
Aquatic Vassals
, looting and smashing any settlements they know of or encounter. After six days exactly, their rampage ends, and they return to their humble lives.
Deep-Seated Memories. When a coastal raid or a theft of
Orc
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Species
Volo's Guide to Monsters
, injury, or age) often join these cults instead of facing daily humiliation, exile, or death.
Serving as the bridge between the two parts of the tribe are the priestesses of Luthic, the orc goddess who
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can be distinguished. Missile weapon ranges are halved during rain. On days that receive heavy rain, there’s a 25 percent chance of a full-blown tropical storm featuring sheets of rain, high wind
, lightning, tall waves at sea, and immense surf along the coast. Guides who know the conditions in Chult recommend hunkering down and staying put on these days. Travel by river is impossible (canoes are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can be distinguished. Missile weapon ranges are halved during rain. On days that receive heavy rain, there’s a 25 percent chance of a full-blown tropical storm featuring sheets of rain, high wind
, lightning, tall waves at sea, and immense surf along the coast. Guides who know the conditions in Chult recommend hunkering down and staying put on these days. Travel by river is impossible (canoes are
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to the
current plane for 24 hours by any means short of a Wish spell. Divine Word Effects Hit Points Effect 0–20 The target dies. 21–30 The target has the Blinded, Deafened, and Stunned conditions for 1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to the
current plane for 24 hours by any means short of a Wish spell. Divine Word Effects Hit Points Effect 0–20 The target dies. 21–30 The target has the Blinded, Deafened, and Stunned conditions for 1
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to the
current plane for 24 hours by any means short of a Wish spell. Divine Word Effects Hit Points Effect 0–20 The target dies. 21–30 The target has the Blinded, Deafened, and Stunned conditions for 1
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Chapter 17: Tiamat’s Return Tyranny of Dragons reaches its conclusion at the Well of Dragons, where dragons, giants, spellcasters, and armies clash spectacularly around the risen Temple of Tiamat
. As they do, the adventurers take on the crucial assignment of infiltrating the temple and making a final stand against the servants of the Dragon Queen and their evil goddess. The climactic finale of
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
remain. The stone windmill on the hill is a later addition, but is still more than a hundred years old. Adabra Gwynn, a midwife and apothecary devoted to Chauntea (goddess of agriculture), resides here. A
treasure or a few pounds of meat. If it’s not killed, the manticore could return with its mate to make more trouble in the future.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Snout are hospitable folk who like to hunt, catch fish, build things, and trade with visitors. Not long after the island was formed, a pirate ship captained by a cleric of the sea goddess Umberlee was
Typhoon Palace, which secretly served as a temple of Umberlee. In return, the cleric and her followers left the tortles alone and were quiet neighbors. Over time, the island’s Umberlee worshipers died off
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Chapter 17: Tiamat’s Return Tyranny of Dragons reaches its conclusion at the Well of Dragons, where dragons, giants, spellcasters, and armies clash spectacularly around the risen Temple of Tiamat
. As they do, the adventurers take on the crucial assignment of infiltrating the temple and making a final stand against the servants of the Dragon Queen and their evil goddess. The climactic finale of
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
remain. The stone windmill on the hill is a later addition, but is still more than a hundred years old. Adabra Gwynn, a midwife and apothecary devoted to Chauntea (goddess of agriculture), resides here. A
treasure or a few pounds of meat. If it’s not killed, the manticore could return with its mate to make more trouble in the future.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Snout are hospitable folk who like to hunt, catch fish, build things, and trade with visitors. Not long after the island was formed, a pirate ship captained by a cleric of the sea goddess Umberlee was
Typhoon Palace, which secretly served as a temple of Umberlee. In return, the cleric and her followers left the tortles alone and were quiet neighbors. Over time, the island’s Umberlee worshipers died off
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Tymora Lady Luck, Our Smiling Lady Tymora is the bright-faced goddess of fortune, the one to whom gamblers and game-players pray in Faerûn. Our Smiling Lady is said to love none so much as those who
left with the stranger as payment for Tymora’s favor. If it’s not, the stranger can choose to keep it (and the bad luck) or return it. Those who favor Tymora — as distinct from folk who invoke her name
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Tymora Lady Luck, Our Smiling Lady Tymora is the bright-faced goddess of fortune, the one to whom gamblers and game-players pray in Faerûn. Our Smiling Lady is said to love none so much as those who
left with the stranger as payment for Tymora’s favor. If it’s not, the stranger can choose to keep it (and the bad luck) or return it. Those who favor Tymora — as distinct from folk who invoke her name
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Now, they return to the subterranean realm at the head of a group of allies that might outnumber the adventurers four-to-one, depending on how many NPCs were recruited from the factions in Gauntlgrym
(see chapter 8). This changes some of the conditions described in “Underdark Travel” in chapter 2. ATTACKING IN FORCE
When dealing with combat between large groups of creatures — either the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
noble named Niles Breakbone. His lieutenants are more likely to share useful information or offer aid, but only if the characters offer some form of assistance to Camp Vengeance in return. All members
of the Order of the Gauntlet are unflinchingly brave, but many of their expeditions fare poorly or meet with outright disaster when confronted by conditions that confound their training and contradict their mindset.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Umberlee The ***** Queen, the Queen of the Depths, the Wavemother No community that lives by the sea can ignore the influence of Umberlee, the furious goddess whose tempestuous nature reflects and
domain. There is little in the way of an organized clergy of Umberlee. Her priests roam coastal cities, warning of doom and demanding free passage on ships in return for ensuring the goddess’s pleasure
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Umberlee The ***** Queen, the Queen of the Depths, the Wavemother No community that lives by the sea can ignore the influence of Umberlee, the furious goddess whose tempestuous nature reflects and
domain. There is little in the way of an organized clergy of Umberlee. Her priests roam coastal cities, warning of doom and demanding free passage on ships in return for ensuring the goddess’s pleasure
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Now, they return to the subterranean realm at the head of a group of allies that might outnumber the adventurers four-to-one, depending on how many NPCs were recruited from the factions in Gauntlgrym
(see chapter 8). This changes some of the conditions described in “Underdark Travel” in chapter 2. ATTACKING IN FORCE
When dealing with combat between large groups of creatures — either the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
noble named Niles Breakbone. His lieutenants are more likely to share useful information or offer aid, but only if the characters offer some form of assistance to Camp Vengeance in return. All members
of the Order of the Gauntlet are unflinchingly brave, but many of their expeditions fare poorly or meet with outright disaster when confronted by conditions that confound their training and contradict their mindset.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Harpy’s Return The harpy that makes its lair in the crow’s nest (area C1) returns to the ship when one of these conditions is met: The characters find the captain’s chest in the hold (area C9) and
return to the lower deck (area C8). The characters finish a short or long rest on the ship. The next time the characters show themselves on the main deck, the harpy confronts them: A terrifying monster
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Harpy’s Return The harpy that makes its lair in the crow’s nest (area C1) returns to the ship when one of these conditions is met: The characters find the captain’s chest in the hold (area C9) and
return to the lower deck (area C8). The characters finish a short or long rest on the ship. The next time the characters show themselves on the main deck, the harpy confronts them: A terrifying monster
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
far as it can. The giant who was challenged then goes to where the stone landed and hurls it back at the challenger. A challenger who is stronger wins, because the return throw will fall short, but a
accurately with both arms as with one, a feat most humans would find impossible. These attacks are effective only at shorter ranges, however, for obvious reasons. When they hunt by rock throwing, giants
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
far as it can. The giant who was challenged then goes to where the stone landed and hurls it back at the challenger. A challenger who is stronger wins, because the return throw will fall short, but a
accurately with both arms as with one, a feat most humans would find impossible. These attacks are effective only at shorter ranges, however, for obvious reasons. When they hunt by rock throwing, giants
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
By Sea The distance from Saltmarsh to the lair is about ten miles as the crow flies, and a sea journey would take about three hours in normal conditions. If the characters want to travel by sea, the
characters reach their destination, instead staying with the boat to keep it under their control and guard the party’s return trip. While they are at sea, as their boat approaches the promontory, the
Kobold
Legacy
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Species
Volo's Guide to Monsters
as the dragon-goddess of all chromatic dragons, and as the master of their racial god, Kurtulmak.
Arcane Magic Users
Unlike some other humanoids, kobolds don’t fear or shun arcane magic. They
protection from invaders and in return providing services such as excavating new living spaces and disposing of trash. If it’s unlucky, the tribe is enslaved by the other humanoids, and the kobolds
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
By Sea The distance from Saltmarsh to the lair is about ten miles as the crow flies, and a sea journey would take about three hours in normal conditions. If the characters want to travel by sea, the
characters reach their destination, instead staying with the boat to keep it under their control and guard the party’s return trip. While they are at sea, as their boat approaches the promontory, the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
or return to civilization.
Tahvo, a ten-year-old boy (LG male Chultan human noncombatant with AC 10 and 2 hit points), wears a flower garland and prays constantly to Tymora. Sev, a yuan-ti
Turami human scout) is a former crew member of the Star Goddess (see chapter 2). She leapt from a porthole as the ship crashed, and the yuan-ti captured her in the jungle. Oloma carries a concealed
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
or return to civilization.
Tahvo, a ten-year-old boy (LG male Chultan human noncombatant with AC 10 and 2 hit points), wears a flower garland and prays constantly to Tymora. Sev, a yuan-ti
Turami human scout) is a former crew member of the Star Goddess (see chapter 2). She leapt from a porthole as the ship crashed, and the yuan-ti captured her in the jungle. Oloma carries a concealed