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Returning 35 results for 'continual reverts grasping to have requires'.
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continue revered grasping to have required
continue revere grasping to have required
continues repeats grasping to have required
continue revered grasping to have requires
continue revere grasping to have requires
Magic Items
Dungeon Master’s Guide
duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
Monsters
Eberron: Rising from the Last War
this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the
, lesser restoration (1 hour).
Medicine (+4), herbalism kit
4
Lamplighter
Light. Ritual only: continual flame (1 hour).
Tinker's tools
5
Locksmith
Mending. Ritual only: arcane lock (1
Monsters
Planescape: Adventures in the Multiverse
, continual flame
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.Hound archons are the foot soldiers of
transforms into any Medium or Large dog or wolf while retaining its game statistics (other than its size and losing its Shining Blade attack). The archon reverts to its true form if reduced to 0 hit points or if it uses a bonus action to do so.
Spells
Xanathar's Guide to Everything
the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit
points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.
The creature is limited in the actions it can perform by the nature of
Monsters
Bigby Presents: Glory of the Giants
.
Corrupting Hex (Requires Blood Rune). The fomorian targets one creature it can see within 60 feet of itself. The target must succeed on a DC 16 Charisma saving throw or take 27 (6d8);{"diceNotation":"6d8
, suggestion, telekinesisPoisoning Rebuke (Requires Blood Rune). In response to being damaged by a creature the fomorian can see within 60 feet of itself, the fomorian forces that creature to make a DC 16
Monsters
The Wild Beyond the Witchlight
. The zombie takes its turn immediately after Zargash. Animating the zombie requires Zargash’s concentration (as if concentrating on a spell). The zombie reverts to an inanimate corpse after 10 minutes, when it drops to 0 hit points, or when Zargash’s concentration ends.
Monsters
Waterdeep: Dungeon of the Mad Mage
carrying does. He reverts to his true form if he dies.
While in mist form, Zorak can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can
within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0
Monsters
Out of the Abyss
initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that
starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
An
Polymorph
Legacy
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Spells
Basic Rules (2014)
retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it
transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points
Monsters
Locathah Rising
their new form. Amble reverts to their true form if they die or fall unconscious. Amble can revert to their true form using a bonus action on their turn.
Amble's game statistics are replaced by the
assume the beast's hit points and Hit Dice. When Amble reverts to their normal form, they return to the number of hit points they had before they transformed. However, if Amble reverts as a result of
Figurine of Wondrous Power
Legacy
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Magic Items
Basic Rules (2014)
a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding
takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops
Gray Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Innate Spellcasting. The slaad’s innate spellcasting ability is Charisma (spell save DC 14). The slaad can
cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of
Death Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Innate Spellcasting. The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7;{"diceNotation":"1d20+7
from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10","rollType
Green Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Innate Spellcasting. The slaad's innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately
slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollDamageType
Vampire Warrior
Legacy
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Monsters
Monster Manual (2014)
it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can
reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in
Vampire
Legacy
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Monsters
Basic Rules (2014)
, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying
can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it
Vampire Spellcaster
Legacy
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Monsters
Monster Manual (2014)
it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can
reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in
True Polymorph
Legacy
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Spells
Basic Rules (2014)
form. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had
before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s
Beholder
Legacy
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Monsters
Monster Manual (2014)
beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round
after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Feather of Diatryma Summoning Wondrous item, rare (requires attunement) This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native
to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Feather of Diatryma Summoning Wondrous item, rare (requires attunement) This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native
to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
waits, thanks to the tracer inscribed on it. Deciphering the code requires 1 hour of study. After that, a character knows the magic words needed to activate the portal. When an adventurer activates the
portal, it stays active for 1 minute and then reverts back to an ordinary picture. Anyone who touches the activated portal appears instantly in an unoccupied space within 50 feet of the golem (see “Arriving in Anauroch” later in the adventure).
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
waits, thanks to the tracer inscribed on it. Deciphering the code requires 1 hour of study. After that, a character knows the magic words needed to activate the portal. When an adventurer activates the
portal, it stays active for 1 minute and then reverts back to an ordinary picture. Anyone who touches the activated portal appears instantly in an unoccupied space within 50 feet of the golem (see “Arriving in Anauroch” later in the adventure).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Staff of the Python Staff, Uncommon (Requires Attunement) As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a
, and you can’t use the staff’s 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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Staff of the Python Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of
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.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Transmutation Classroom Light. The 20-foot-high room is lit by continual flame spells cast on wall sconces spaced 15 feet apart. The flames shift color every minute.
Circle. Inscribed inside a
removing it from the circle causes the true polymorph effect to end, whereupon it reverts to a wyvern and attacks. Thaumaturgic Circle A detect magic spell reveals an aura of transmutation magic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Staff of the Python Staff, Uncommon (Requires Attunement) As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a
, and you can’t use the staff’s 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.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Staff of the Python Staff, Uncommon (Requires Attunement) As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a
, and you can’t use the staff’s 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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Staff of the Python Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of
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.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Staff of the Python Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of
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.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Staff of the Python Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of
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.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Druid Spells) Spell School Special Druidcraft Transmutation
Barkskin Transmutation — Beast Sense Divination C, R Continual Flame Evocation M Darkvision Transmutation — Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Find Traps Divination
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. Statue of Tharmekhûl A 12-foot-tall stone statue with continual flame spells cast on its eyes stands facing the exit in the middle of this 20-foot-high, domed chamber. The statue represents
slashes. The axe is considered a magic weapon in the statue’s grasp. The target must succeed on a DC 15 Dexterity saving throw or take 16 (2d12 + 5) slashing damage plus 11 (2d10) fire damage. After swinging the axe once, the statue reverts to its inanimate state until the trap is triggered again.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Staff of the Python Staff, Uncommon (Requires Attunement) As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a
, and you can’t use the staff’s 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.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Transmutation Classroom Light. The 20-foot-high room is lit by continual flame spells cast on wall sconces spaced 15 feet apart. The flames shift color every minute.
Circle. Inscribed inside a
removing it from the circle causes the true polymorph effect to end, whereupon it reverts to a wyvern and attacks. Thaumaturgic Circle A detect magic spell reveals an aura of transmutation magic