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Returning 35 results for 'make stunned with only are from for less'.
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Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
Spells
Player’s Handbook
Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check
using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.
Magic Items
Dungeon Master’s Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
, Stinking Cloud.
21–25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened
Spells
Player’s Handbook
unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item
saving throws. The target’s attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can’t reduce the damage below 1).
Spells
Player’s Handbook
duration, the spell lasts until dispelled.
An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.
Creature into Creature. If you turn a
creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target’s Challenge Rating or level. The target’s game
Magic Items
Dungeon Master’s Guide
slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using
7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud.
51–55
You have the Stunned condition until the end of your next turn, believing something awesome
Feats
Forgotten Realms: Heroes of Faerûn
.
Mythal-Touched Magic
1d20
Effect
1-2
You and each creature within 15 feet of you make a Dexterity saving throw, taking Force damage equal to 1d8 times the level of the triggering
15-foot-radius, 60-foot-tall Cylinder centered on you for 1 minute, per the Reverse Gravity spell.
11-13
You and the triggering spell’s caster each make a Constitution saving throw. On a
Monsters
Astarion's Book of Hungers
", "rollDamageType":"Psychic"} Psychic damage. If the target is a creature, it can’t make Opportunity Attack;Opportunity Attacks until the start of the devil’s next turn.
Compelling Contract (1/Day
). Charisma Saving Throw: DC 14, one creature within 30 feet of the devil. Failure: The target has the Charmed condition. While it is Charmed, it has the Stunned condition, except the target can speak. If
Monsters
Forgotten Realms: Adventures in Faerûn
. That Manshoon is dead, and the current Manshoon is one of the original’s many clones. Being a magical copy rather than an original doesn’t make Manshoon any less of a threat, as he’s
Magic Items
Phandelver and Below: The Shattered Obelisk
When you drink this potion, you have advantage for 1 hour on saving throws you make to avoid or end the charmed or stunned condition on yourself.
This black potion swirls with shimmering flecks of pink and purple.
Power Word Stun
Legacy
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Spells
Basic Rules (2014)
has no effect.
The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell
Monsters
The Wild Beyond the Witchlight
, ready to pick off targets from a safe distance.
These snipers are so adept with their crossbows that their targets gain no benefit from less than total cover against ranged attacks the harengons make
Crossbow. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Light Crossbow"} to hit (the target gains no benefit from less than total cover), range 320 ft., one
Mindwitness
Legacy
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Monsters
Volo's Guide to Monsters
damage. If the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.
Eye Rays. The mindwitness shoots
:
1. Aversion Ray. The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at
Magic Items
Phandelver and Below: The Shattered Obelisk
make a DC 15 Intelligence saving throw. On a failed save, a creature takes 5d8 psychic damage and has the stunned condition for 1 minute. On a successful save, the creature takes half as much damage
only. At the end of each of its turns, a stunned creature can repeat the saving throw, ending the stunned condition on itself on a success.
Once this bonus action is used, it can’t be used again until the next dawn.
Spells
Xanathar's Guide to Everything
.
Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t
stunned. If a target is killed by this damage, its head explodes, assuming it has one.
A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
Counterspell
Legacy
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Spells
Basic Rules (2014)
level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels. When you cast
this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Dispel Magic
Legacy
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Spells
Basic Rules (2014)
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your
automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Hideous Laughter
Legacy
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Spells
Basic Rules (2014)
throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time
it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
Ring of Shooting Stars
Legacy
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Magic Items
Basic Rules (2014)
charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space
disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres
Lightning Damage
Divine Word
Legacy
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Spells
Basic Rules (2014)
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a
minutes
30 hit points or fewer: blinded, deafened, and stunned for 1 hour
20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a
Monsters
Dragonlance: Shadow of the Dragon Queen
the closest creature within 30 feet of it before arcing out to up to two other creatures within 15 feet of the first. Each creature must make a DC 14 Dexterity saving throw. On a failed save, the
creature takes 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Death Throes", "rollDamageType":"lightning"} lightning damage and is stunned until the end of its next turn. On a successful
Magic Items
Divine Contention
:
Each creature must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much fire damage on a successful one.
Each creature must make a DC 15 Constitution
saving throw. On a failed save, it takes 28 (8d6) thunder damage and is stunned until the end of its next turn. On a successful save, it takes half as much thunder damage and is not stunned
Monsters
Mordenkainen Presents: Monsters of the Multiverse
it can see within 120 feet of it:
1: Aversion Ray. The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target
throw or take 27 (6d8);{"diceNotation":"6d8","rollType":"damage","rollAction":"Psychic Ray","rollDamageType":"psychic"} psychic damage.
4: Slowing Ray. The targeted creature must make a DC 13
Hammer of Thunderbolts
Legacy
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Magic Items
Basic Rules (2014)
to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack
hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.
Stone Shape
Legacy
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Spells
Basic Rules (2014)
large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut
Allip
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Madness","rollDamageType":"psychic"} psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and undead are
immune to this effect.
Howling Babble (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Howling Babble"}. Each creature within 30 feet of the allip that can hear it must make a DC
Staff of Thunder and Lightning
Legacy
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Magic Items
Basic Rules (2014)
a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned
line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap. You can use an action to cause the staff to issue
Steel Predator
Legacy
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Monsters
Mordenkainen’s Tome of Foes
must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10);{"diceNotation":"5d10","rollType":"damage","rollAction":"Stunning Roar","rollDamageType":"thunder"} thunder
damage, drops everything it's holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its
Cave Fisher
Legacy
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Monsters
Volo's Guide to Monsters
damage.
Filament. One creature grappled by the cave fisher's adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is
difficult surfaces, including upside down on ceilings, without needing to make an ability check.Multiattack. The cave fisher makes two attacks with its claws.
Claw. Melee Weapon Attack: +5;{"diceNotation
Monsters
Tomb of Annihilation
Aggressive. As a bonus action, the zombie can move up to its speed toward a hostile creature that it can see.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a
with white fur. Girallon zombies are slower than their non-undead counterparts but no less fierce. The necromantic energy empowering them fuels their murderous hearts and their hunger for living flesh.Poison
Species
Guildmasters’ Guide to Ravnica
skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing when the ideal outcome relies on such inaction
.
Reasoning toward Perfection
Their curious intellects and rational minds incline vedalken toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild
Troglodyte
Legacy
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Monsters
Monster Manual (2014)
in a frenzy.
Troglodytes make little and build less, scavenging their possessions from their prey. They understand the value of metal weapons and armor, and fight among one another for the right to
Tasha's Hideous Laughter
Legacy
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Spells
Player’s Handbook (2014)
throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.At the end of each of its turns, and each
time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
Keelboat
Legacy
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Equipment
If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.
One of
they're easier and less expensive to operate than larger vessels.
Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Stunning Gaze. When a creature that can see the gauth’s central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn
’t incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn.
Unless surprised, a creature can avert its eyes at the start of its turn to






