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Returning 35 results for 'fit turns'.
Magic Items
Dungeon Master’s Guide
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes
repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has
spells
a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Whilst poisoned in this way, a creature must roll a d12 at the start of each of its turns. On a
3 or lower, it is racked by a coughing fit and becomes incapacitated until the start of its next turn. Each creature within 5 feet of a creature when it becomes incapacitated in this way must succeed
Monsters
Van Richten’s Guide to Ravenloft
Compression. The boneless can move through any opening at least 1 inch wide without squeezing. It can also squeeze to fit into a space that a Tiny creature could fit in.
Unusual Nature. The boneless
attached, the target is blinded and is unable to breathe. The target must succeed on a DC 13 Strength saving throw at the start of each of the boneless’ turns or take 5 (1d4 + 3);{"diceNotation":"1d4
Monsters
The Wild Beyond the Witchlight
is overcome by a fit of laughter. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to this doll’s Cackle for 24 hours.
of its turns until this grapple ends. The doll can grapple only one creature at a time.A living doll is easily mistaken for an inanimate doll or a stuffed animal until it moves. Trapped within each
monsters
target perceives everything it sees or hears as hilariously funny and is Incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
smaller (such as a child) or an object small enough to fit in the clown’s space (such as a floating balloon). Maintaining this effect requires the clown’s Concentration (as if concentrating
Monsters
Spelljammer: Adventures in Space
start of each of the scavver’s turns from the poisonous gas in the scavver’s gullet.
If the scavver takes 15 damage or more on a single turn from a creature inside it, the scavver must
gas, which kills off anything that survives being swallowed.
Scavvers
Scavvers are shark-like scavengers that fly through space, feeding on whatever they can fit in their mouths. Scavvers are not
Monsters
Spelljammer: Adventures in Space
start of each of the scavver’s turns from the digestive juices in the scavver’s gullet.
If the scavver takes 25 damage or more on a single turn from a creature inside it, the scavver must
more intense than what it might normally experience given the creature’s size and nature.
Scavvers
Scavvers are shark-like scavengers that fly through space, feeding on whatever they can fit
Magic Items
Tyranny of Dragons
This mask of glossy crimson has swept-back horns and spiked cheek ridges. The mask reshapes to fit the face and head of a wearer attuned to it. While you are wearing the mask and attuned to it, you
succeed instead.
Dragon Fire. If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Monsters
Spelljammer: Adventures in Space
at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The clown casts one of the following spells, requiring no material components and using Charisma as the
makes it look like some other creature of its size or smaller (such as a child) or an object small enough to fit in the clown’s space (such as a floating balloon). Maintaining this effect
Monsters
The Wild Beyond the Witchlight
within 10 feet of Bavlorna uses at least 10 feet of movement to run in place counterclockwise, Bavlorna is overcome by a fit of sneezing and can’t cast spells until the end of her next turn. In
within 10 feet of Bavlorna cause her to lapse into a fit of sneezing. See the stat block for more details.
Hourglass Coven
The Hourglass Coven is a group of three hags, each one bound to an aspect of
Monsters
Domains of Delight: A Feywild Accessory
or surfaces. Each section has AC 12; 20 hit points; vulnerability to fire damage; and immunity to bludgeoning, poison, and psychic damage.
A hut small enough to fit in a 10-foot cube. The hut comes
repeat the save at the end of each of its turns, ending the effect on itself on a success.Yarnspinner has a monstrous form resembling that of an enormous spider. However, he has a benevolent personality
Monsters
Planescape: Adventures in the Multiverse
poisoned condition. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it
action on its turn, not both. The creature also can’t take a reaction or a bonus action.
Timeline Divergence. The dragon chooses a space it can fit into within its lair. The dragon exists
Figurine of Wondrous Power
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet
frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the
Monsters
Tomb of Annihilation
except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke's freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the
charges). The ice object can’t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (Artus’s choice). The ice creature
Monsters
Icewind Dale: Rime of the Frostmaiden
Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.
Divine Rejuvenation. When Auril drops to 0 hit points, her body turns to slush and melts
Cold Crone. This cloak can transform into a pair of owl’s wings when Auril sees fit.
Auril the Frostmaiden
Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies
Magic Items
Tomb of Annihilation
Artus Cimber has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats
), flesh to ice (3 charges; as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke's
Monsters
Planescape: Adventures in the Multiverse
creatures have resistance to all damage it deals. On a successful save, the creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending
affected creature can move or take an action on its turn, not both. The creature also can’t take a reaction or a bonus action.
Timeline Divergence. The dragon chooses a space it can fit into
Magic Items
Tyranny of Dragons
properties from any one mask. Additionally, you gain the Damage Absorption from each of the five dragon masks, and you gain five uses of the Legendary Resistance property.
The mask reshapes to fit the
saving throw, you can choose to succeed instead.
Dragon Fire (Red Dragon Mask Only). If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
start of each of its turns. On a 3 or lower, it is racked by a coughing fit and becomes incapacitated until the start of its next turn. Each creature within 5 feet of a creature when it becomes
poisoned. A poisoned creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Whilst poisoned in this way, a creature must roll a d12 at the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
grappled (escape DC 6) and takes 11 (2d10) psychic damage at the start of each of its turns until this grapple ends. The doll can grapple only one creature at a time.
Bonus Actions
Cackle (Recharge 4
if it has an Intelligence of 4 or lower. On a failed saving throw, the creature takes 5 (2d4) psychic damage and is incapacitated for 1 minute as it is overcome by a fit of laughter. At the end of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
grappled (escape DC 6) and takes 11 (2d10) psychic damage at the start of each of its turns until this grapple ends. The doll can grapple only one creature at a time.
Bonus Actions
Cackle (Recharge 4
if it has an Intelligence of 4 or lower. On a failed saving throw, the creature takes 5 (2d4) psychic damage and is incapacitated for 1 minute as it is overcome by a fit of laughter. At the end of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
borthak (see appendix A) will soon break through the temple door. The borthak is too large to fit through the stone door and into the temple, though smaller creatures can slip through with some effort
. Left alone, the borthak uses its action on each of its turns to attack the temple door. The door has AC 20, 225 hit points, and immunity to poison and psychic damage. If the borthak succeeds in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
grappled (escape DC 6) and takes 11 (2d10) psychic damage at the start of each of its turns until this grapple ends. The doll can grapple only one creature at a time.
Bonus Actions
Cackle (Recharge 4
if it has an Intelligence of 4 or lower. On a failed saving throw, the creature takes 5 (2d4) psychic damage and is incapacitated for 1 minute as it is overcome by a fit of laughter. At the end of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
borthak (see appendix A) will soon break through the temple door. The borthak is too large to fit through the stone door and into the temple, though smaller creatures can slip through with some effort
. Left alone, the borthak uses its action on each of its turns to attack the temple door. The door has AC 20, 225 hit points, and immunity to poison and psychic damage. If the borthak succeeds in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
borthak (see appendix A) will soon break through the temple door. The borthak is too large to fit through the stone door and into the temple, though smaller creatures can slip through with some effort
. Left alone, the borthak uses its action on each of its turns to attack the temple door. The door has AC 20, 225 hit points, and immunity to poison and psychic damage. If the borthak succeeds in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
submit to his test, believing the gods placed the group in his path for a purpose. Test of the Amphora Antigonos believes that the true heir of his kingdom will fit perfectly in the enormous amphora he
test. Antigonos judges what defines a perfect fit, holding test-takers to inscrutable standards. The minotaur also doesn’t reveal that anyone who doesn’t fit the amphora must be punished, being trimmed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
absolutely spell- and magic-proof. Keyhole. Where these valves meet, at about waist height, is a cup-like depression, a hemispherical concavity with a central hole. The hole appears to fit the Second
otherwise, turns the blood to a poison gas, which is fatal, and all characters in the foyer area are dead, with no saving throw, while any in the 5-foot-wide passage to the throne room are slain unless
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
submit to his test, believing the gods placed the group in his path for a purpose. Test of the Amphora Antigonos believes that the true heir of his kingdom will fit perfectly in the enormous amphora he
test. Antigonos judges what defines a perfect fit, holding test-takers to inscrutable standards. The minotaur also doesn’t reveal that anyone who doesn’t fit the amphora must be punished, being trimmed
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
submit to his test, believing the gods placed the group in his path for a purpose. Test of the Amphora Antigonos believes that the true heir of his kingdom will fit perfectly in the enormous amphora he
test. Antigonos judges what defines a perfect fit, holding test-takers to inscrutable standards. The minotaur also doesn’t reveal that anyone who doesn’t fit the amphora must be punished, being trimmed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
absolutely spell- and magic-proof. Keyhole. Where these valves meet, at about waist height, is a cup-like depression, a hemispherical concavity with a central hole. The hole appears to fit the Second
otherwise, turns the blood to a poison gas, which is fatal, and all characters in the foyer area are dead, with no saving throw, while any in the 5-foot-wide passage to the throne room are slain unless
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
can also squeeze to fit into a space that a Tiny creature could fit in.
Unusual Nature. The boneless doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The boneless makes two Slam
is unable to breathe. The target must succeed on a DC 13 Strength saving throw at the start of each of the boneless’ turns or take 5 (1d4 + 3) bludgeoning damage. If something moves the target, the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
absolutely spell- and magic-proof. Keyhole. Where these valves meet, at about waist height, is a cup-like depression, a hemispherical concavity with a central hole. The hole appears to fit the Second
otherwise, turns the blood to a poison gas, which is fatal, and all characters in the foyer area are dead, with no saving throw, while any in the 5-foot-wide passage to the throne room are slain unless
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
can also squeeze to fit into a space that a Tiny creature could fit in.
Unusual Nature. The boneless doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The boneless makes two Slam
is unable to breathe. The target must succeed on a DC 13 Strength saving throw at the start of each of the boneless’ turns or take 5 (1d4 + 3) bludgeoning damage. If something moves the target, the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
can also squeeze to fit into a space that a Tiny creature could fit in.
Unusual Nature. The boneless doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The boneless makes two Slam
is unable to breathe. The target must succeed on a DC 13 Strength saving throw at the start of each of the boneless’ turns or take 5 (1d4 + 3) bludgeoning damage. If something moves the target, the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
throwing rocks in ways that hone their skills for hunting and war. One of the most popular contests, especially among fire giants, involves nothing more than taking turns trying to knock each other down with
giant who took on a better thrower will stumble away, nursing its injuries, as a lesson that arrogance has a price. In battle against puny creatures, giants use boulders that fit in one hand. When