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Returning 15 results for 'deals mentally after'.
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Magic Items
Dungeon Master’s Guide
drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.
Skull. An Avatar of Death appears in an unoccupied space as close to you as possible
die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that
Monsters
Icewind Dale: Rime of the Frostmaiden
Monster. The dragon deals double damage to objects and structures.
Unusual Nature. The dragon doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long
immune to the dragon’s Malevolent Presence for the next 24 hours. A creature charmed in this way fixates on another creature or object that the dragon mentally chooses and must, on each of its turns
Monsters
Curse of Strahd
Angelic Weapons. The Abbot's weapon attacks are magical. When the Abbot hits with any weapon, the weapon deals an extra 4d8;{"diceNotation":"4d8","rollType":"damage","rollAction":"Angelic Weapons
hundred years ago, the deva was sent from the Upper Planes to honor the legacy of Saint Markovia. He reopened the abbey and began tending to the physically and mentally ill. In so doing, he hoped to bring
Solar
Legacy
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Monsters
Basic Rules (2014)
Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8;{"diceNotation":"6d8","rollType":"damage","rollAction":"Angelic Weapons
greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Siege Monster. The dragon deals double damage to objects and structures.
Unusual Nature . The dragon
creature is immune to the dragon’s Malevolent Presence for the next 24 hours. A creature charmed in this way fixates on another creature or object that the dragon mentally chooses and must, on each of its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
solar’s weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness. The solar knows if it hears a lie
feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar’s hands. If the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
action is up to you. You might tell the player to make a Strength check, while mentally setting the Difficulty Class (DC) at 15. If the Strength check is successful, you then determine how a face full of
hot coals affects the monster. You might decide that it deals 1d4 fire damage and imposes disadvantage on the monster’s attack rolls until the end of its next turn. You roll the damage die (or let the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
it, listen to it, taste it, murmur odd statements to herself, and mentally place a value on the merchandise. Hags aren’t subtle about showing their intent at such times, and one might snatch away the
stakes. 4 I laugh at my own jokes — the darker, the better. 5 I never volunteer information, and I respond only to questions. 6 I offer generous terms in my deals, but the cost for defaulting is
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
radiant energy. You have Resistance to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell’s damage against one of the
you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must mentally use a language the other knows.
The telepathic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in meditation and mentally receive a truthful answer to that question. Skull An Avatar of Death (see the accompanying stat block) appears in an unoccupied space as close to you as possible. The
ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
disappears. Sage At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Skull An Avatar of Death
and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
1 mile). To understand each other, you each must mentally use a language the other knows. The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you
type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.
You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
deadly adversaries, but the binding ordeal leaves most of them physically and mentally weakened to the point that they pose no real danger. The Chosen have no memory of how they came to be in the
. When the creature hits with a weapon attack, that attack also deals 5 (2d4) poison damage. Chosen of Zehir. The Chosen of Zehir is a male yuan-ti malison (type 3) named Oussa. Zehir is the serpentine god
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
his AC), and he fights with a giant-sized +1 battleaxe that gives him a +10 bonus to hit. He has a reach of 15 feet with the weapon, which deals 20 (3d8 + 7) slashing damage on a hit. Treasure
chapter 5 of the Dungeon Master’s Guide). The needle deals 1 piercing damage and delivers a dose of drow poison (see “Sample Poisons” in chapter 8 of the Dungeon Master’s Guide). Inside the chest are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. It is impossible to notice a pit passively; finding one requires a successful DC 20 Wisdom (Perception) check. Each pit is filled with dead insects, so falling into one deals only half damage. Someone
up to 1,000 pounds. It is stationary and level with the bridge, but it can be mentally directed by anyone who can see it (DC 10 Intelligence) to float to the blocked stairway that leads up to the