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Returning 25 results for 'learn stunned'.
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learn studied
learn studded
Monsters
Icewind Dale: Rime of the Frostmaiden
saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the Telepathic Pentacle takes 25 or more damage in a single turn, one of its heads dies
tapped by the city's elite. A short obituary is engraved around the lip of the well in Draconic: “Herein lie the immortal remains of the Telepathic Pentacle. Sit, meditate, and learn.”
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target repeats the saving throw if it takes damage and at
their feet. Alternatively, the ogre can swing the chain in a crushing overhead smash.
Ogres of War
Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"psychic"} psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned. Constructs and Undead are immune to this
, but that piece is enough to wrack the recipient with temporary mental anguish and violent compulsions. The survivors of an allip’s attack are sometimes left with a compulsion to learn more about
Monsters
Baldur’s Gate: Descent into Avernus
","rollDamageType":"piercing"} piercing damage.
Stunning Gaze. The death's head targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be stunned until the end
. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.
Bloodletters. All cultists of Bhaal learn to call upon their god's power to leave their
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
Triumphant Return When the characters return to the River Shining Tavern, Kaga and Jacque are relieved to see them, then saddened to learn of Arthur Holrow’s death. If the characters retrieved all
Wisdom saving throw or have the stunned condition until the end of their next turn as they laugh uncontrollably at their friend’s misfortune. Once used three times, the charm vanishes from you.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
survivors of an allip’s attack are sometimes left with a compulsion to learn more about what spawned this monstrosity. Strange phrases echo through their minds, and weird visions occupy their dreams. The
failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned. Constructs and undead are immune to this effect.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
compulsions. The survivors of an allip’s attack are sometimes left with a compulsion to learn more about what spawned this monstrosity. Strange phrases echo through their minds, and weird visions occupy
creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Way of Mercy Plague doctor—some looks never go out of style.
Tasha
Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering
the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
lurks on the other side of the skeleton gate (the great green door), but the dolls don’t know what the creature is. To learn more about the adventurers, the hags have been torturing the “lookie-like” in
knows, up to and including all present knowledge. The hags have been interrogating the clone to learn everything about the adventurers. Now that they have no more use for such information, the Sewn
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
3rd-level College of Spirits featureA human bard of spirits evokes
a tale inspired by the
Avenger tarokka card. You can reach out to spirits to guide you and others. You learn the guidance cantrip
fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
away. I think it feeds on magical energy.
This entity has piqued my curiosity. I must learn more. To the library at Starhold!
—Emilou the Charismatic,
Warlock and Scion of Acamar
Fractine
Large
, prone, restrained, stunned
Senses blindsight 360 ft. (blind beyond this radius), passive Perception 18
Languages —
Challenge 9 (5,000 XP) Proficiency Bonus +4
Magic Resistance. The fractine
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Ogres of War Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the battering ram, the bolt
to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target repeats the saving throw
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
students periodically visit him to learn the Way of the Sacred Fists, which combines cleric magic and monk training. They usually return to the city confused, bruised, and not inclined to visit again. In
stunned until the end of Hlam’s next turn. Dart. Ranged Weapon Attack: +12 to hit, range 20/60 ft., one target. Hit: 9 (1d4 + 7) piercing damage.
Quivering Palm (Recharge 6). Melee Weapon Attack: +12 to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Rampaging Giant This encounter triggers possible side quests through which the characters can learn about the influence of Demogorgon in Gracklstugh. You can use this event any time during the
giant has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. The giant is unarmed. As an action, it can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
learn about the obelisk in Iriolarthas’s study (area Y19q) know how to activate it (see “Activating the Obelisk” below). A character who examines the obelisk and succeeds on a DC 10 Intelligence
Marrow”). SECRET OF THE OBELISKS
In this adventure, we learn the secret of the obelisks that have appeared in other fifth edition adventures published by Wizards of the Coast, including Tomb of
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
throw or be stunned 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 success. The treant attacks using its Animate Trees action to
thereafter. The shifty Olitor tries to engage the characters in conversation, wanting to learn as much about them as possible. Any character who touches Olitor, or who succeeds on a DC 16 Intelligence
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Incorporated, including Omin Dran himself? Does the mess, in fact, employ a terrifying ghostly chef? The answers lie below decks, where few have had the opportunity to learn the truth.
Flying Battle Vehicle
, stunned, unconscious
Actions
On its turn the battle balloon can take 3 actions if it has twenty or more crew, 2 actions if it has ten or more crew, or 1 action if it has fewer than ten crew
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
door lock (see “Qualith Door Locks”). The ceiling is 10 feet high and flat. The room contains the following features: Grimlock. A stunned male grimlock is slumped in one of three stone chairs that face
, and the scene fades entirely when the ulitharid leaves its throne. Given a chance to do so, the ulitharid is delighted and eager to show off its Alterdeep simulation, which it is using to learn more
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
don’t learn how to shrink the mudslick tower from Zoklork, they can learn its command word with an identify spell or by perusing the notes in the drow shrine (area G20). If the characters shrink the
have the stunned condition until the grapple ends.
Eldritch Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit:20 (3d10 + 4) force damage.
Extract Brain. Melee Weapon Attack: +8
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wizard cantrip of your choice.
When you reach Rogue level 10, you learn another Wizard cantrip of your choice.
Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have
Proficiency Bonus). If the save fails, the target has the Stunned condition for 1 minute. The Stunned target repeats the save at the end of each of its turns, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class’s section for a list of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin
, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature. Level 18
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class’s section for a list of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips count as
Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore. Bloodletters. All cultists of Bhaal learn to call upon their god’s power to leave their victims
damage.
Stunning Gaze. The death’s head targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its next turn
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
and don’t pick a fight, these githyanki share the following information they’ve learned. Alternatively, the characters might learn this information by interrogating a githyanki warrior who surrenders
energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and have the stunned condition for 1 minute. A target can repeat
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
toward the characters and cease attacking. The statues served as island guardians for centuries before Acererak abducted them. If informed about Laysa, the statues are thrilled to learn about her efforts
false treasures must immediately succeed on a DC 15 Constitution saving throw or take 10 (3d6) necrotic damage and have the stunned condition until the start of its next turn. Keys. Rerak carries two






