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Returning 35 results for 'next continual revive pdf'.
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Monsters
Planescape: Adventures in the Multiverse
Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its next turn. On a successful save, the creature is immune to all archons’ Aura of Menace for
, continual flame
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.Hound archons are the foot soldiers of
Monsters
Planescape: Adventures in the Multiverse
Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its next turn. On a successful save, the creature is immune to all archons’ Aura of Menace for
next 24 hours, the archon knows the distance and direction to the target while they are both on the same plane of existence.
Spellcasting. The archon casts one of the following spells, requiring no
Monsters
Mordenkainen Presents: Monsters of the Multiverse
saving throw or be deafened until the end of its next turn.
Fog. The giant creates a 20-foot-radius sphere of fog (or murky water if within water) centered on a point anywhere in its lair. The sphere
their banks; snow, dust, or sand forms deep drifts or dunes.
Lightning. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.
Winds. High wind blows within
Magic Items
Mythic Odysseys of Theros
’t be used again until the next dusk.
Blessing of the Dead. If you are a worshiper of Erebos, you gain all the following benefits for which you have the required piety:
Piety 1+. The whip has 1
death or dominate monster (targeting only undead) from the whip. The save DC for these spells is 18. Once you use the whip to cast a spell, that spell can’t be cast from it again until the next
Monsters
Quests from the Infinite Staircase
Fey Rebirth. If the Gardener dies in the Eternal Garden, they revive with all their hit points 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Fey Rebirth"} days later in a safe location
next turn. On a failed save, it has the unconscious condition, and on a successful save, the effect ends on it. An unconscious creature is no longer poisoned and remains unconscious for 1 hour, until
Monsters
Van Richten’s Guide to Ravenloft
frightened of the priest until the start of the creature’s next turn.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The
priest dies if it receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To prevent
Monsters
Van Richten’s Guide to Ravenloft
Ectoplasmic Boon. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the creature’s next turn, until
a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To prevent this revival, the Tattoo
Monsters
Van Richten’s Guide to Ravenloft
boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To prevent this revival, the Tattoo of Osybus on the priest’s body must be
target is a creature, it is paralyzed until the start of the priest’s next turn. If this damage reduces a Medium or smaller creature to 0 hit points, the creature dies, and its soul is trapped in
Monsters
Van Richten’s Guide to Ravenloft
of Undeath table for the boon the priest receives. The priest dies if it receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points
next turn. If this damage reduces a Medium or smaller creature to 0 hit points, the creature dies, and its soul is trapped in the priest’s body, manifesting as a shadowy Soul Tattoo on the
Monsters
Van Richten’s Guide to Ravenloft
. The priest dies if it receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To
","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and if the target is a creature, it is paralyzed until the start of the priest’s next turn. If this damage reduces a Medium or
Monsters
Van Richten’s Guide to Ravenloft
receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To prevent this revival, the Tattoo of Osybus on the priest’s
if the target is a creature, it is paralyzed until the start of the priest’s next turn. If this damage reduces a Medium or smaller creature to 0 hit points, the creature dies, and its soul is
Monsters
Van Richten’s Guide to Ravenloft
receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To prevent this revival, the
to 0 hit points, the priest might revive with a benefit from the Boons of Undeath table. You can give a priest one or more of these boons of your choice before the priest faces adventurers. If you do
Storm Giant Quintessent
Legacy
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Monsters
Volo's Guide to Monsters
creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn.
The giant creates a 20-foot-radius sphere of fog (or murky water
, dust, or sand form deep drifts or dunes.
Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.
If the giant dies, the lightning, thunder, and high wind
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
What Happens Next? The story can conclude in one of the following ways. Open the Sarcophagus. Opening the sarcophagus ages the prince thousands of years in a few seconds, turning him to dust but
golem on the other side, open the sarcophagus, welcome the prince into the afterlife, and take the Nether Scroll of Azumar into safekeeping. Revive the Prince. The prince is a human archmage, but only a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Lecture Hall This sloped lecture hall has a 15-foot-high ceiling and the following features: Light. Stone sconces protruding from the walls have continual flame spells cast on them.
Benches
chalk arrows point from the red slaad to the other two. Next to each slaad are words written in Abyssal. Any character who reads Abyssal can translate the words: “Parent” is written next to the red slaad
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Eric Downloadable PDF Equipment Shield of the Cavalier
Chain Mail
Flail
8 Javelins
Dungeoneer’s Pack
Dice Set
Fine Clothes
Perfume
Shield of the Cavalier Armor (Shield), Very Rare
can’t be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Eric Downloadable PDF Equipment Shield of the Cavalier
Chain Mail
Flail
8 Javelins
Dungeoneer’s Pack
Dice Set
Fine Clothes
Perfume
Shield of the Cavalier Armor (Shield), Very Rare
can’t be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
adventures that aren’t necessarily connected by a common villain. One adventure might feature the dead bursting from their graves and threatening to overwhelm a whole town. In the next adventure, a
mad wizard creates a flesh golem in an effort to revive his lost love. A villain could go to extreme lengths to achieve immortality to avoid confronting its own demise. The adventurers might help a
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Bobby Downloadable PDF Equipment Thunderous Greatclub
4 Handaxes
Explorer’s Pack
Carpenter’s Tools
Healer’s Kit
Iron Pot
Shovel
Traveler’s Clothes
Thunderous Greatclub Weapon
the fissure opens collapses into the fissure. Once you use this property, it can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Bobby Downloadable PDF Equipment Thunderous Greatclub
4 Handaxes
Explorer’s Pack
Carpenter’s Tools
Healer’s Kit
Iron Pot
Shovel
Traveler’s Clothes
Thunderous Greatclub Weapon
the fissure opens collapses into the fissure. Once you use this property, it can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Acquisitions Incorporated campaign, where if you fall in combat, your companion isn’t going to assess the resale value of your gear versus the cost of the potion of healing it’ll take to revive you
ready to travel at a moment’s notice, with franchisees always rushing headlong into the next amazing opportunity. As a Horizon Walker, you’re a master of travel, blazing trails into unknown realms by
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Boons of Undeath When a priest of Osybus drops to 0 hit points, the priest might revive with a benefit from the Boons of Undeath table below. Before adventurers face a priest of Osybus, you can
frightened condition until the start of the creature’s next turn. 2 Ectoplasmic. Otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
throw. On a failed save, the creature has the frightened condition until the start of its next turn. On a successful save, the creature is immune to all archons’ Aura of Menace for 24 hours.
Actions
ability:
At will: detect evil and good
1/day each: aid, continual flame
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-foot-high ceiling.
Githyanki. Four githyanki warriors stand guard next to the pillars.
Arch. Embedded in the east wall is a stone arch, its keystone carved with an image of a six-fingered
”). A creature that passes through the gate appears in area 24c on level 15, in the closest unoccupied space next to the identical gate located there. 7b. Barracks Light. Resting on the floor are two
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
,” “level 2,” or “level 3” in Common, and the elevator will ascend or descend to that floor, clattering noisily and taking about 6 seconds to move from one floor to the next. The elevator doesn’t respond to
commands while it is moving. Exterior Lighting The conservatory’s exterior walls are lit up at night by golden continual flame spells spaced evenly around the building’s foundation. These spells are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
than the surrounding forest, and their stone doors are unlocked. 3a. North Guardhouse A rusty lantern hanging from a rafter has a continual flame spell cast on it, brightly illuminating a musty room
on level 2, in the closest unoccupied space next to the identical gate located there. Treasure. Haddon’s corpse wears a salvageable suit of halfling-sized leather armor. It clutches a silvered
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
make a DC 15 Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its next turn. On a successful save, the creature is immune to all archons’ Aura of
) piercing damage. If the target is a creature, for the next 24 hours, the archon knows the distance and direction to the target while they are both on the same plane of existence.
Spellcasting. The
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Bobby Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill
. You can’t maintain Concentration, and you can’t cast spells. Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Presto Downloadable PDF Spellcasting Spellcasting Ability: Intelligence
Spell DC: 14
Spell Attack Modifier: +6
Cantrips (At Will) Spell School Special* Fire Bolt Evocation — Light
a 10, Stinking Cloud. 51–55 You have the Stunned condition until the end of your next turn, believing something awesome just happened. 56–60 A harmless swarm of butterflies fills a 10-foot Cube within
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Sheila Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill
only once per turn. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Level
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Presto Downloadable PDF Spellcasting Spellcasting Ability: Intelligence
Spell DC: 14
Spell Attack Modifier: +6
Cantrips (At Will) Spell School Special* Fire Bolt Evocation — Light
a 10, Stinking Cloud. 51–55 You have the Stunned condition until the end of your next turn, believing something awesome just happened. 56–60 A harmless swarm of butterflies fills a 10-foot Cube within
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Spellcasting Hall This room has a vaulted ceiling 30 feet high. It is lit by continual flame spells cast on stone wall sconces shaped like fiendish claws. The walls, floor, and ceiling are
their next turns, the archmages retreat into alcoves and become inanimate gray statues (see “Statues” below). Turbulence tells the characters whatever they want to know about Dweomercore, with the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
combined together. A lamplighter can work with mundane lanterns, but also learns continual flame to create and maintain the everbright lanterns that light the streets. A chef can heat and flavor food
make a business out of predicting events that occur in the next 30 minutes. In dealing with a magewright, think about the form their magic takes. A locksmith can perform knock as a ritual. But they
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
on a successful one. Light. This area is brightly lit by continual flame spells cast on wall sconces. Smoke. The smoke is from a smoke bomb dropped by the giff when the extraction force moved to
of them grapples Miken while the other one attacks. If one githyanki falls in battle, the other githyanki uses its next action to try to slay Miken and take his head. One hit is enough to drop Miken
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
three-foot-wide, four-foot-long rectangular hole with bright light spilling out of it.
Any character standing next to the hole can peer down into a cylindrical room (area 38C), the curved floor of
stone door. Carvings of demons decorate the stonework, with flickering flames in all their eyes.
The flickering flames were created by continual flame spells, which fill the room with bright light






