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Returning 35 results for 'paralyzed'.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Paralyzed A paralyzed creature is incapacitated (see the condition) and can't move or speak. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Paralyzed A paralyzed creature is incapacitated (see the condition) and can't move or speak. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Paralyzed A paralyzed creature is incapacitated (see the condition) and can't move or speak. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature
have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Paralyzed
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Paralyzed A paralyzed creature is incapacitated (see the condition) and can't move or speak. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature
have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Paralyzed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Paralyzed [Condition] While you have the Paralyzed condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed is 0 and can’t increase
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Paralyzed [Condition] While you have the Paralyzed condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed is 0 and can’t increase
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Paralyzed [Condition] While you have the Paralyzed condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed is 0 and can’t increase
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Paralyzed [Condition] While you have the Paralyzed condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Speed 0. Your Speed is 0 and can’t increase
Magic Items
D&D Free Rules (2024)
While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speed;Speeds nor cause you to have the Paralyzed or Restrained condition.
Spells
Player’s Handbook
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Magic Items
D&D Free Rules (2024)
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
Spells
Player’s Handbook
A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.
Equipment
Contact Poison
A creature subjected to Carrion Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed
Spells
Player’s Handbook
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.
Spells
Player’s Handbook
cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.
In addition, the target can spend 5 feet of movement to automatically escape from
Spells
Player’s Handbook
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats
Spells
Player’s Handbook
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats
Monsters
Monster Manual
. If this damage reduces the target to 0 Hit Points, the target becomes Stable, and it has the Poisoned condition for 1 hour. While Poisoned, the target also has the Paralyzed condition.Ethereal Jaunt. The spider teleports from the Material Plane to the Ethereal Plane or vice versa.
Magic Items
Dungeon Master’s Guide (2024)
target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the target’s turns, it repeats the save, ending the effect on itself
Monsters
Monster Manual
: DC 11, one creature the scarecrow can see within 30 feet. Failure: The target has the Frightened condition until the end of the scarecrow’s next turn. While Frightened, the target has the Paralyzed condition.PoisonFire
Monsters
Monster Manual
repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.Poison
Monsters
Monster Manual
":"Claw", "rollDamageType":"Slashing"} Slashing damage. If the target is a creature that isn’t an Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.Poison
Monsters
Monster Manual
the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.
Monsters
Monster Manual
repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.Cold
Monsters
Monster Manual
has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed condition.NecroticDeathless Agility. The familiar takes the Dash or Disengage action.
Monsters
Monster Manual
Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.Cold
Conditions
While you have the Paralyzed condition, you experience the following effects.Incapacitated. You have the Incapacitated condition.Speed 0. Your Speed is 0 and can't increase.Saving Throws Affected
attacker is within 5 feet of you.Legacy DefinitionA paralyzed creature is incapacitated (see the condition) and can't move or speak.The creature automatically fails Strength and Dexterity saving throws
Monsters
Monster Manual
Paralyzed condition until the end of its next turn.PoisonColdWatery Rush. While underwater, the ghoul moves up to half its Swim Speed without provoking Opportunity Attack;Opportunity Attacks.
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage. If the target is a non-Undead creature, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.PoisonNecrotic
Monsters
Monster Manual
":"recharge", "rollAction":"Paralysis Gas"}. Constitution Saving Throw: DC 11, each creature in a 30-foot Cone. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Monsters
Monster Manual
Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.PoisonNecrotic, Psychic
Monsters
Monster Manual
":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of the yeti’s next turn unless the target has Immunity to Cold damage. Success: The target is immune to this yeti
Monsters
Monster Manual
":"Slashing"} Slashing damage. If the target isn’t an Undead, it has the Paralyzed condition until the end of its next turn.
Horrific Necrosis. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20
Monsters
Monster Manual
each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.Lightning
Monsters
Monster Manual
"} Cold damage, and the target has the Paralyzed condition until the start of the yeti’s next turn unless the target has Immunity to Cold damage. Success: The target is immune to the Chilling Gaze of all yetis (but not abominable yeti;abominable yetis) for 1 hour.Cold