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Returning 35 results for 'creature a makes slot body'.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Appendix A: Creature statistics This appendix details creatures that are encountered in this adventure.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Knocking Out a Creature When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and
starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Knocking a Creature Out Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can
knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Knocking Out a Creature When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and
starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Knocking a Creature Out Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can
knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Creating a Creature Randy Vargas Baba Yaga invents a new creature—a fire-breathing Giant Toad! Use the approaches and examples in the following sections to build custom creatures for your game.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Creating a Creature Randy Vargas Baba Yaga invents a new creature—a fire-breathing Giant Toad! Use the approaches and examples in the following sections to build custom creatures for your game.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Knocking Out a Creature When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and
starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Knocking Out a Creature When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and
starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Knocking a Creature Out Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can
knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Knocking a Creature Out Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can
knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Appendix A: Creature statistics This appendix details creatures that are encountered in this adventure.
Spells
Player’s Handbook
by a Protection from Evil and Good or Magic Circle spell can’t be possession;possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target’s body, and
possess a creature’s body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your
Equipment
Injury Poison
A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one.
Equipment
Injury Poison
A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poison damage on a failed save or half as much damage on a successful one.
Equipment
Ingested Poison
A creature subjected to Assassin’s Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours. On a successful save, the creature takes half as much damage only.
Magic Items
Dungeon Master’s Guide (2024)
Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned
condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn
Spells
Player’s Handbook
You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the
Goliath
7
Halfling
8
Human
9
Orc
10
Tiefling
The reincarnated creature makes any choices that a species’ description offers, and the creature recalls its former
Equipment
As an action, you can light a Bomb and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Equipment
been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one.
Ingested Poison
A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this poison. If the poison hasn’t
Magic Items
D&D Free Rules (2024)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Equipment
Setting fire to a keg full of Gunpowder causes it to explode. When a keg explodes, each creature in a 10-foot-radius Sphere centered on the keg makes a DC 12 Dexterity saving throw, taking 24 (7d6) Fire damage on a failed save or half as much damage on a successful one.
Equipment
Setting fire to a powder horn full of Gunpowder causes it to explode. When a powder horn explodes, each creature in a 10-foot-radius Sphere centered on the powder horn makes a DC 12 Dexterity saving throw, taking 10 (3d6) Fire damage on a failed save or half as much damage on a successful one.
Spells
Player’s Handbook
behind in a state of suspended animation; it has the Unconscious condition, doesn’t need food or air, and doesn’t age.
A target’s astral form resembles its body in almost every way
1 foot. If the cord is cut—which happens only when an effect states that it does so—the target’s body and astral form both die.
A target’s astral form can travel through the
Spells
Player’s Handbook
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
damage on failed save or half as much damage on a successful one.
If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1
Equipment
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Equipment
, creating a particular effect in a 20-foot-radius Sphere. Each creature in the Sphere makes a DC 15 Dexterity saving throw, taking 17 (5d6) Piercing damage on a failed save or half as much damage on a successful one.
As an action, you can either throw a grenade at a point up to 60 feet away or use a Grenade Launcher to propel the grenade to a point up to 1,000 feet away. The grenade explodes at that point
Magic Items
Dungeon Master’s Guide (2024)
originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature.
This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation
Magic Items
D&D Free Rules (2024)
While you wear these boots, you can take a Bonus Action to click the boots’ heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you
has Disadvantage on the attack roll. If you click your heels together again, you end the effect.
When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Magic Items
Dungeon Master’s Guide (2024)
an even number) or tails (on an odd number). The roll also determines the effect:
Heads. Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Wisdom saving throw. On a
This gold coin has a creature embossed on each side. The two depicted creatures must be famous rivals or enemies of each other. For example, a Rival Coin might show Iggwilv the Witch Queen;Iggwilv on
Magic Items
Dungeon Master’s Guide (2024)
While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls
Magic Items
D&D Free Rules (2024)
While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time.
Magic Items
Dungeon Master’s Guide (2024)
This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature
you can see within 60 feet of yourself. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force
Spells
Player’s Handbook
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
Spells
Player’s Handbook
A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.