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Returning 35 results for 'space of remain deafened various'.
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shape of remain defend various
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can’t regain Hit Points or gain
Bloodied.
Cacophony (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cacophony"}. Wisdom Saving Throw: DC 10, one creature in the swarm’s space. Failure: The target has
Magic Items
Dungeon Master’s Guide
reappear on the robe.
While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to
return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space.
Spells
Player’s Handbook
, made of wood or stone (your choice).
When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted
through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door’s former space.
Each time you cast this spell, you can create a new demiplane or connect
Spells
Player’s Handbook
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction
unless a feature gives them the ability to do so.
When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied
Magic Items
Dungeon Master’s Guide
the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs
place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it
Magic Items
Dungeon Master’s Guide
, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down).
When the time runs out or
you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can’t be used again until 10 days have passed.
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Thunderous Bellow", "rollDamageType":"Thunder"} Thunder damage, and the target has the Deafened and Frightened conditions until the end of its next turn. Success
must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the tarrasque and has the Prone
Spells
Player’s Handbook
sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where
to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.
Magic Items
Dungeon Master’s Guide
, you can take a Magic action to summon an Earth Elemental. It appears in an unoccupied space you choose within 30 feet of yourself, understands your languages, obeys your commands, and takes its turn
unexpected. You can’t use this property again until 3 days have passed.
Destroying the Axe. The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for 50 years before it finally succumbs to the fire and is consumed.
Magic Items
Dungeon Master’s Guide
Obscured.
41–45
A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which
–60
A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as it normally would, and
Magic Items
Dungeon Master’s Guide
of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
Magic Items
Dungeon Master’s Guide
and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
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
save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a
Spells
Forgotten Realms: Heroes of Faerûn
Thunderous reverberations fill a 10-foot Emanation originating from you for the duration. Whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends
its turn there, the creature makes a Constitution saving throw. On a failed save, the creature takes 3d6 Thunder damage and has the Deafened condition until the start of your next turn. On a successful
Monsters
Strixhaven: A Curriculum of Chaos
(as an action), seeming
Teleport. Tanazir teleports to an unoccupied space she can see within 100 feet of herself.Tanazir can take 3 legendary actions, choosing from the options below. Only one
.
Fold Space (Costs 2 Actions). Tanazir uses Teleport, and each other creature within 20 feet of the space she left must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet closer to the
Monsters
Ghosts of Saltmarsh
Deafening Clatter. Creatures are deafened while in the swarm's space.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for
., one target in the swarm's space. Hit: 11 (2d8 + 2);{"diceNotation":"2d8+2","rollType":"damage","rollAction":"Slash","rollDamageType":"slashing"} slashing damage, or 6 (1d8 + 2);{"diceNotation":"1d8+2
Monsters
Eberron: Rising from the Last War
Dual Consciousness. The dolgrim has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.Multiattack. The dolgrim makes three attacks
, and undertaking missions advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to feast and destroy.
Monsters
Mythic Odysseys of Theros
against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Whenever the hydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the
they hunt unwary creatures that come for a drink or swim.
What krakens are to the sea and dragons are to the sky, hydras are to the lands of Theros. Various hydras dwell at the fringes of civilization
Swarm of Bats
Legacy
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Monsters
Basic Rules (2014)
Echolocation. The swarm can't use its blindsight while deafened.
Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
Swarm. The swarm can occupy another
creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.Bite. Melee Weapon Attack: +4
Robe of Stars
Legacy
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Magic Items
Basic Rules (2014)
.
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were
on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
Monsters
Quests from the Infinite Staircase
appearance of various small‚ often adorable creatures to entice their prey. The Lure Forms table suggests some forms the lure might take.
Lure Forms
d6
Lure Appearance
1
Clumsy
required), but the lure must remain within 15 feet of the wolf-in-sheep’s-clothing, connected by nearly invisible filament-like tendrils.
Monsters
Mythic Odysseys of Theros
Heads. Polukranos has five heads. While it has more than one head, Polukranos has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious
3 Actions). Polukranos moves up to 50 feet in a straight line and can move through the space of any creature Huge or smaller. The first time it enters each creature’s space during this move, it
Monsters
Quests from the Infinite Staircase
feet of the swarm and doesn’t have the deafened condition has disadvantage on Constitution saving throws to maintain concentration on spells and similar effects.
Swarm. The swarm can occupy
another creature’s space and vice versa, and the swarm can move through any opening large enough to accommodate a Small gibberling. The swarm can’t regain hit points or gain temporary hit
Monsters
Princes of the Apocalypse
Air Form. Yan-C-Bin can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space.
Empowered
);{"diceNotation":"9d6","rollType":"damage","rollAction":"Thundercrack","rollDamageType":"thunder"} thunder damage and be deafened for 1 minute. On a successful save, a creature takes half as much
Monsters
Curse of Strahd
, deafened, frightened, stunned, or knocked unconscious.
Mimicry. The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations
whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For
monsters
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Aura of Violence", "rollDamageType":"Psychic"} Psychic damage.
Whirling Form. The gallows speaker can enter a creature’s space and
"} Thunder damage, and the target has the Frightened condition for 1 minute. While Frightened in this way, the creature has the Deafened condition, is compelled to shriek along with the gallows speaker
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds
of Eldraine. They draw power from motes of light found throughout the wilds, and they use their innate illusory magic to power and embellish their various weapons.
The high fae are ruled by Talion
Rod of Security
Legacy
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Magic Items
Basic Rules (2014)
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space
. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their innate illusory magic to power and
embellish their various weapons.
The high fae are ruled by Talion, the Kindly Lord. Talion is as strange, ancient, and fickle as the wilds of Eldraine, and the Kindly Lord demands fealty and respect from
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found
throughout the wilds, and they use their innate illusory magic to power and embellish their various weapons.
The high fae are ruled by Talion, the Kindly Lord. Talion is as strange, ancient, and fickle as
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
immediately make a DC 16 Strength saving throw as beanstalks coil around it in its space. On a failed save, the creature has the grappled condition (escape DC 16) and has the restrained condition as long
landscape known as Stormkeld. Massive cottages, keeps, and towers dot this magical realm, scattered between expanses of cloudy wilderness marked by tangles of giant beanstalks and raging storms. Various
Monsters
Acquisitions Incorporated
space he can see. The space must be unoccupied or occupied by a willing Small or Medium creature. If the latter, Jim and the willing creature both teleport, swapping places.
Spellcasting. Jim is a 9th
on a side and no more than 10 pounds, in his hand or on the ground in an unoccupied space he can see within 10 feet of him. The object is visibly magical, radiating dim light out to 5 feet. It
Magic Items
The Book of Many Things
This black studded leather armor bears a red sheen. While wearing this armor, you can use a bonus action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The
projection is a translucent copy of you that has immunity to all damage and conditions, and you can make attacks and cast spells with a range other than self as if standing in the projection’s space
Monsters
Mythic Odysseys of Theros
":"1d6","rollType":"recharge","rollAction":"Flitterstep"}. The eidolon magically teleports to an unoccupied space it can see within 30 feet of it. If it makes an attack immediately after teleporting
death. They care nothing for morbid reunions with their lost bodies or Returned remnants.
Of the various types of eidolons, flitterstep eidolons are the most common and wander without purpose.
Undead
feats
Dark Gift Feat (Prerequisite: Ravenloft Campaign)
You know how to slip through the Mists’ grasp, but this freedom comes at a price: If you remain in one area for too long, the Mists find you
and teleport up to 15 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest