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                        Returning 35 results for 'cures worn radiant'.
                    
                
                        
                            
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                                        core world radiant
                                    
                                
                                    
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                                        cure when radiant
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , or radiant damage, this trait doesn’t function at the start of the spawn’s next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate
                                                
                                            
                                                
                                                    .
Worms. If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.
Unusual Nature. The spawn of
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     or worn take 35 (10d6);{"diceNotation":"10d6","rollType":"damage","rollAction":"Trumpet of Blasting","rollDamageType":"thunder"} thunder damage.
Trumpet of Sparkles. Creatures in the cone must make a
                                                
                                            
                                                
                                                     DC 14 Constitution saving throw, taking 22 (4d8 + 4);{"diceNotation":"4d8+4","rollType":"damage","rollAction":"Trumpet of Sparkles","rollDamageType":"radiant"} radiant damage on a failed save, or half
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or magic that cures
                                                
                                            
                                                
                                                     start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or magic that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light’s area.Lightning, Piercing
                                                
                                            
                                                
                                                     the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold dies
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold dies. If the dead creature is a Beast, a Giant, or a Humanoid, one or more vegepygmies emerge from its body 24
                                                
                                            
                                                
                                                     to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a
                                                
                                            
                                                
                                                     the start of the zombie’s next turn or until the zombie is incapacitated.
If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
Incinerating Beam
                                                
                                            
                                                
                                                     DC 26 Dexterity saving throw, taking 60 (11d10);{"diceNotation":"11d10","rollType":"damage","rollAction":"Incinerating Beam","rollDamageType":"radiant"} radiant damage on a failed save, or half as
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     takes radiant damage, this trait doesn’t function at the start of its next turn. The juggernaut dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Unusual Nature
                                                
                                            
                                                
                                                     (10d10);{"diceNotation":"10d10","rollType":"damage","rollAction":"Implacable Advance","rollDamageType":"bludgeoning"} bludgeoning damage if it isn’t being worn or carried.
Rapid Shaping (Costs 3
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .
Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of its next turn. Juiblex dies only if it
                                                
                                            
                                                
                                                     Slime","rollDamageType":"acid"} acid damage. Unless the target avoids taking all of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal
                                                
                                            
                                        
                                                    Juiblex
                                                    
    
        Legacy
    
    
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        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    . Juiblex’s weapon attacks are magical.
Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of
                                                
                                            
                                                
                                                     damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes
                                                
                                            
                                        
                                                    Spawn of Kyuss
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     radiant damage, this trait doesn't function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
Worms. If the spawn of Kyuss
                                                
                                            
                                                
                                                     is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.Multiattack. The spawn of Kyuss makes two attacks with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    
 Regeneration. The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage
                                                
                                            
                                                
                                                     targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.
 Unusual Nature. The spawn of Kyuss requires no air, food, drink
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                    
  15 (+2) 
 
  INT
  10 (+0) 
 
  WIS
  13 (+1) 
 
  CHA
  8 (−1)
Saving Throws Dex +4, Con +4
 Skills Perception +3, Stealth +4
 Damage Resistances radiant
 Senses passive Perception
                                                
                                            
                                                
                                                     the star lancer or a creature riding it attacks or casts a spell, or until the star lancer’s concentration ends (as if concentrating on a spell). Any equipment worn or carried by the invisible creatures is also invisible for the duration of the Invisibility Cloak.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , or radiant damage, this trait doesn’t function at the start of the spawn’s next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
 Worms. If the
                                                
                                            
                                                
                                                     spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.
 Actions
 Multiattack. The spawn of Kyuss
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     sticky tendrils, which it uses to lower the potions within easy reach. Sunlight, any effect that cures disease, or any effect that deals radiant or necrotic damage destroys the mold. If the mold is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     cone that aren’t being held or worn take 35 (10d6) thunder damage.
 Trumpet of Sparkles. Creatures in the cone must make a DC 14 Constitution saving throw, taking 22 (4d8 + 4) radiant damage on a
                                                
                                            
                                                
                                                     in radiant sparkles of positive energy. A hollyphant is also blessed with powerful innate magic to help it combat evil and protect its friends. Hollyphant
 Small celestial, lawful good
 Armor Class
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
                                                    
                                                
                                            
                                                     radiant
 Senses passive Perception 13
 Languages Celestial, telepathy 120 ft.
 Challenge 2 (450 XP) Proficiency Bonus +2
 
 Flyby. The star lancer doesn’t provoke opportunity attacks when it flies
                                                
                                            
                                                
                                                     invisible. This effect lasts until the star lancer or a creature riding it attacks or casts a spell, or until the star lancer’s concentration ends (as if concentrating on a spell). Any equipment worn or carried by the invisible creatures is also invisible for the duration of the Invisibility Cloak.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or magic that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light’s area.
                                                
                                            
                                                
                                                     end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold dies. If the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     or cures disease kills the infestation. A creature reduced to 0 hit points by the mold’s poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies
                                                
                                            
                                                
                                                     can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     (2d10) acid damage each round, and any nonmagical wood or metal weapon or tool used to scrape off the slime is effectively destroyed. Sunlight, any effect that cures disease, and any effect that deals
                                                
                                            
                                                
                                                     cold, fire, or radiant damage destroys a patch of green slime. Webs Giant spiders weave thick, sticky webs across passages and at the bottom of pits to snare prey. These web-filled areas are difficult
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     your hands slips through your fingers. 6 Moonlight burns your flesh. You take 1d10 radiant damage when you start your turn in moonlight. 7 You are magically transformed into an animated wooden doll that
                                                
                                            
                                                
                                                     looks like you. Your statistics are the same, but you are a Construct with vulnerability to fire damage, and you don’t require air, food, or drink. Items worn or carried by you are unaffected. 8
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     ascertains that it’s possible to make a temporary hole in the dome by dealing radiant damage to it, and that a skilled arcanist can manipulate the dome’s magical harmonics to make it susceptible to
                                                
                                            
                                                
                                                     other damage types, as well (as described below). Dealing at least 25 radiant damage to the dome with an attack or a spell creates a 10-foot-diameter hole in it. Appearing at the point where the attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     magical effects.
 Magic Weapons. Juiblex’s weapon attacks are magical.
 Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t
                                                
                                            
                                                
                                                     any of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent −1 penalty to damage rolls. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     against spells and other magical effects.
 Magic Weapons. Juiblex’s weapon attacks are magical.
 Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage
                                                
                                            
                                                
                                                     target avoids taking any of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent −1 penalty
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     colossus and is no longer restrained.
 Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save
                                                
                                            
                                                
                                                    ).
 Incinerating Beam (Recharge 5–6). The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 60 (11d10) radiant
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , Perception +15
 Damage Immunities force (amethyst), necrotic (topaz), psychic (emerald), radiant (crystal), or thunder (sapphire)
 Condition Immunities charmed, frightened, poisoned, prone
 Senses
                                                
                                            
                                                
                                                     it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they’re being worn or carried. Each targeted creature must succeed on a DC 26
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     alcoves for treasure. Nervous Obo’laka is concerned that the bones in the northern alcoves might rise up and attack. Shrewd Papazotl suspects that the atropal might be vulnerable to radiant damage and that
                                                
                                            
                                                
                                                     Soulmonger is an artifact of evil — a Huge object with AC 15; 200 hit points; vulnerability to radiant damage; and immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. Adamantine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     elevated, white marble statues arranged in a line depict slender, robed figures facing northward. The engraving on their faces has been worn away by the wind, but pointed ears make the statues
                                                
                                            
                                                
                                                     identifiable as elves.
 Each statue is life-sized, depicting an elf standing rigidly atop a 7-foot-high cylindrical base of wind-worn granite. (A seventh statue stands alone atop the northern tip of area E4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     takes fire or radiant damage, this trait doesn’t function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn’t regenerate.
 Spider Climb. Juiblex can
                                                
                                            
                                                
                                                     take 55 (10d10) acid damage. Unless the target avoids taking all of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon the target is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    , it can choose to succeed instead.
 Regeneration. The juggernaut regains 20 hit points at the start of its turn. If the juggernaut takes radiant damage, this trait doesn’t function at the start of its
                                                
                                            
                                                
                                                     (10d10) bludgeoning damage if it isn’t being worn or carried.
 Rapid Shaping (Costs 3 Actions). The juggernaut recharges Deadly Shaping and uses it.
 
 Creating a Relentless Killer Relentless killers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Scions of Elemental Evil
                                                    
                                                
                                            
                                                     damage. Nonmagical armor worn by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on
                                                
                                            
                                                
                                                    . Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage plus 4 (1d8) Radiant damage.
 Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11 (2d10) Piercing damage plus 4 (1d8
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     centered on one character in the region and then fades. That character and their friends in the cylinder gain the benefits of the divine favor spell for 1 hour. 07–12 Radiant energy erupts in a 10-foot
                                                
                                            
                                                
                                                    -radius sphere centered on one random creature in the region. Each creature in the sphere that isn’t undead regains 3d6 hit points. Each undead creature in the sphere takes 3d6 radiant damage. 13–18
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     of frost-covered white and green tile. A worn carpet leads from the entrance to staircases going up and down. Two doors to the west lead to other rooms. Three giant-sized display cases along the east
                                                
                                            
                                                
                                                     difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
 Regeneration. The ghost regains 10 hit points at the start of its turn. If the ghost takes radiant damage or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus. The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tabard or banner) or a Shield.  Holy
                                                
                                            
                                                
                                                     Symbols   Symbol Weight Cost   Amulet (worn or held) 1 lb. 5 GP Emblem (borne on fabric or a Shield) — 5 GP Reliquary (held) 2 lb. 5 GP  Holy Water (25 GP) When you take the Attack action, you can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     here with a well-worn broom.
 The cursed dragonborn, Gorba Daardenrian (see “Coven Victims” earlier in the adventure), is so weak that she can barely hold her broom. When she sees the characters
                                                
                                            
                                                
                                                     (Glitter) A youthful male shield dwarf dancing at a feast (Falthrax Loderr) A radiant female moon elf gazing upon her own reflection (Sylvarie) If the characters don’t yet know the significance of the
                                                
                                            
                                        






