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                        Returning 35 results for 'creature way revered'.
                    
                
                        
                            
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                                        creature way reverts
                                    
                                
                                    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
                                                
                                            
                                                
                                                    Inhaled Poison
A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Inhaled Poison
A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also has the Blinded condition while Poisoned in this way.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Ingested Poison
A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature’s Speed is halved while the creature is Poisoned in this way.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    , the creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
                                                
                                            
                                                
                                                    Injury Poison
A creature subjected to Lolth’s Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Contact Poison
A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature also has the Unconscious condition while Poisoned in this way. It wakes up if it takes damage.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     condition while Poisoned in this way. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
                                                
                                            
                                                
                                                    Contact Poison
A creature subjected to Carrion Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its
                                                
                                            
                                                
                                                    You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns
                                                
                                            
                                                
                                                     it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
                                                
                                            
                                                
                                                     can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.
You can take a Magic action to close a Portable Hole by taking hold of
                                                
                                            
                                        
                                                     Species
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    . Other orcs are happy to leave old tales in the past and find their own way.
Orc Traits
Creature Type: HumanoidSize: Medium (about 6–7 feet tall)Speed: 30 feet
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the
                                                
                                            
                                                
                                                    Each Scroll of Protection works against creatures of a specific creature type chosen by the DM or determined by rolling on the following table.
1d100
Creature Type
01-10
Scroll of
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     way, you can take a Magic action and use a second command word to free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to
                                                
                                            
                                                
                                                     Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     (such as the one created by Gust of Wind) disperses it.
Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.
For the duration, you can take a Bonus Action to
                                                
                                            
                                                
                                                     designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Worlds and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it
                                                
                                            
                                                
                                                     leads. The portal remains open until a creature within 5 feet of it takes a Magic action to close it by taking hold of the edges of the cloth and folding it up.
Once the Well of Many Worlds has opened a portal, it can’t do so again for 1d8 hours.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ’s actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.
False Aura (Object). You change the way the target appears to spells and magical
                                                
                                            
                                                
                                                    With a touch, you place an illusion on a willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    "} Bludgeoning damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Suffocate", "rollDamageType":"Necrotic"} Necrotic damage. If the target is a Large or smaller creature, it
                                                
                                            
                                                
                                                     has the Grappled condition (escape DC 15). Until the grapple ends, the target is suffocating. The revenant can have up to two targets Grappled in this way at a time.
Haunting Glare (Recharge 5–6
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one attacking a creature you can see within 15 feet of
                                                
                                            
                                                
                                                     feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
                                                
                                            
                                        
                                                     Species
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human
                                                
                                            
                                                
                                                     live among humans and other tall folk, are sometimes called lightfoot halflings or tallfellows.
Halfling Traits
Creature Type: HumanoidSize: Small (about 2–3 feet tall)Speed: 30 feet
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on
                                                
                                            
                                                
                                                    While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     stays animate for 1d4 + 1;{"diceNotation":"1d4 + 1", "rollType":"roll", "rollAction":"Animating Spores"} weeks or until destroyed, and it can’t be animated again in this way.
Pacifying Spores
                                                
                                            
                                                
                                                    . Constitution Saving Throw: DC 12, one creature the myconid can see within 10 feet. Failure: The target has the Stunned condition and repeats the save at the end of each of its turns, ending the effect
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    .
Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti
                                                
                                            
                                                
                                                     can understand. If the efreeti casts the spell for the creature, the efreeti suffers none of the spell’s stress. Once the efreeti has cast it three times, the efreeti can’t do so again
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the
                                                
                                            
                                                
                                                     spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     the Wish spell. If the marid knows it, the marid can cast it only on behalf of a non-genie creature who communicates a wish in a way the marid can understand. If the marid casts the spell for the
                                                
                                            
                                                
                                                     creature, the marid suffers none of the spell’s stress. Once the marid has cast it three times, the marid can’t do so again for 365 days.Multiattack. The marid makes three Aquatic Lash attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollDamageType":"Bludgeoning"} Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers
                                                
                                            
                                                
                                                     the target, which has the Blinded condition and is suffocation;suffocating while the darkmantle is attached in this way.
While attached to a target, the darkmantle can attack only the target but has
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the
                                                
                                            
                                                
                                                     gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
                                                
                                            
                                                
                                                     so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
Physical interaction with the
                                                
                                            
                                                
                                                     image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that
                                                
                                            
                                                
                                                     is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the
                                                
                                            
                                                
                                                     following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell’s area for the first time on a turn or ends its turn there, the creature
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way
                                                
                                            
                                                
                                                     time the area of effect is Heavily Obscured.
46–50
You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin.
51–55
The creature
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this
                                                
                                            
                                                
                                                     spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing
                                                
                                            
                                        






