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Returning 35 results for 'matter starts with only affected from for long'.
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Magic Items
Dungeon Master’s Guide
bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when
pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material
Spells
Player’s Handbook
. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once
.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, and the object starts burning if it’s flammable.
Spells
Player’s Handbook
time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or
fails on this save.
An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.
Spells
Player’s Handbook
Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead
is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Casting this spell to revive a
Spells
Player’s Handbook
Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected
by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.
Spells
Player’s Handbook
neutralizes any poisons that affected the creature at the time of death.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs
integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Monsters
Monster Manual
finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag
Magic Items
Dungeon Master’s Guide
24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A
Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your
Monsters
Monster Manual
: The target is immune to this cloaker’s Moan for the next 24 hours.
Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and
using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light.
Magic Items
Dungeon Master’s Guide
Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.
Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action
.
You gain the following benefits while wearing the helm.
Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute
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
kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies
Magic Items
Dungeon Master’s Guide
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead.
56
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
Monsters
Quests from the Infinite Staircase
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
. While vegepygmies can sustain themselves by absorbing nutrients from soil and other organic matter, they prefer a carnivorous diet achieved through hunting and scavenging. Vegepygmies can live
Monsters
Quests from the Infinite Staircase
points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its
vegepygmies can sustain themselves by absorbing nutrients from soil and other organic matter, they prefer a carnivorous diet achieved through hunting and scavenging. Vegepygmies can live indefinitely so
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
uses this action again. When a creature other than the nightmare haunt enters the affected area for the first time or starts its turn there, the creature must succeed on a DC 14 Strength saving throw
or take 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Tendrils of Slumber", "rollDamageType":"necrotic"} necrotic damage and have the restrained condition. The affected ground
Monsters
Bigby Presents: Glory of the Giants
succeed on a DC 13 Charisma saving throw or be cursed for the next 24 hours.
While cursed in this way, an affected creature gains no benefit from finishing a short or long rest. At the end of every hour
Death Curse. When the fensir starts its turn with 0 hit points and doesn’t regenerate, it releases a curse on those around it. Each creature within 30 feet of the fensir when it dies must
Monsters
Quests from the Infinite Staircase
themselves by absorbing nutrients from soil and other organic matter, they prefer a carnivorous diet achieved through hunting and scavenging. Vegepygmies can live indefinitely so long as the climate remains
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
Monsters
Bigby Presents: Glory of the Giants
fensir’s next turn. The fensir dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Sunlight Hypersensitivity. When the fensir starts its turn in sunlight, it must
stone. An affected creature must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the creature. On a failed save, the creature has the petrified condition
Monsters
The Wild Beyond the Witchlight
Long Rest). The brigganock accelerates the passage of time around itself, enabling it to accomplish up to 1 hour of work in a matter of seconds. This work can’t affect any creature other than the
brigganock see in the dark. Brigganocks have minor spellcasting abilities that help them survive. They also have the ability to manipulate time, allowing them to accomplish hour-long tasks in a matter of
Juiblex
Legacy
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Monsters
Out of the Abyss
Foul. Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature’s next
its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Spider Climb. Juiblex can climb difficult surfaces, including upside down on ceilings, without
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dreamwalker’s Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the
there is permanent, so nothing there is real. What happens on the surface doesn’t matter. Promises and bargains made there needn’t be honored. Life and even art hold less value there
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Hypersensitivity. The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.
Unusual Nature. The mist
hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.In
Monsters
Candlekeep Mysteries
the ghost’s next turn. The ghost dies only if it starts its turn with 0 hit points and doesn’t regenerate.Multiattack. The ghost makes two melee attacks.
Spectral Weapon. Melee Weapon
Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Spellcasting. The ghost casts one of the following spells, using Charisma as the spellcasting
Monsters
Princes of the Apocalypse
;s eyes starts its turn within 30 feet of him, Marlos can force it to make a DC 14 Constitution saving throw if Marlos isn’t incapacitated and can see the creature. If the saving throw fails by
light, Marlos is, due to his curse, affected by his own gaze.Multiattack. Marlos makes three melee attacks, one with his snake hair and two with Ironfang.
Snake Hair. Melee Weapon Attack: +6
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Foul. Any creature other than an Ooze that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature’s next turn
starts its turn with 0 hit points and doesn’t regenerate.
Spider Climb. Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Multiattack
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the
the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth
Monsters
The Wild Beyond the Witchlight
points at the start of her turn as long as both twins are alive and within 60 feet of each other. A twin dies only if she starts her turn with 0 hit points and doesn’t regenerate.
Twin Bond
minute, as though affected by a polymorph spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Sun Ray (Glister Only; 3/Day
Monsters
Tyranny of Dragons
Amphibious. The toad can breathe air and water.
Cold Aura. While the toad is alive, any creature that starts its turn within 5 feet of the toad takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage
","rollAction":"Cold Aura","rollDamageType":"cold"} cold damage.
Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Bite
Monsters
The Wild Beyond the Witchlight
target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Stuffing. Clapperclaw stuffs straw or other dead plant matter
Despite the loss of its original head, this child-sized scarecrow retains an upbeat demeanor characterized by its affinity for gallows humor. With its long claws and rattling gourd head, Clapperclaw
Monsters
Baldur’s Gate: Descent into Avernus
Limited Magic Immunity. Mahadi can’t be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical
curse takes effect whenever the target takes a short or long rest, filling the target’s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long
Monsters
Candlekeep Mysteries
dies only if she starts her turn with 0 hit points and doesn’t regenerate.
Incorporeal Movement. Miirym can move through other creatures and objects as if they were difficult terrain. She takes 5
Miirym fails a saving throw, she can choose to succeed instead.
X-Ray Vision. Miirym can see through solid matter out to a range of 60 feet. To her, opaque creatures, objects, and obstacles within
Monsters
Strixhaven: A Curriculum of Chaos
hit points. An affected creature’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the start of the grue’s next turn.Fanged and lipless, the ever-grinning, eerily staring grue lopes about on spindly legs and long arms. Bristles and spines project from odd patches of its grayish
skin, and its long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant






