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                        Returning 35 results for 'stunned all change'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    The Stunned condition no longer prevents you from moving. Is that change intentional? Yes. We have intentionally increased the differences between the Stunned and Paralyzed conditions, with Stunned now allowing you to move.
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    , during which time they emit dim light for 10 feet and can’t benefit from the invisible condition. Additionally, creatures in that area must succeed on a DC 16 Wisdom saving throw or have the stunned
                                                
                                            
                                                
                                                     condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Phisarazu spyder-fiends have a pair of muscular arms
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    ", "rollAction":"Chitin Slam", "rollDamageType":"bludgeoning"} bludgeoning damage and have the stunned condition until the end of the mutate’s next turn.Rising from piles of carrion and filth
                                                
                                            
                                                
                                                     with the Far Realm. Some creatures become mutates after prolonged exposure to Far Realm energy or magic drawn from that strange plane. Others deliberately change themselves, seeking to embrace the
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw
                                                
                                            
                                                
                                                     speed.
4
Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
5
Heightened Awareness. The krasis can’t be
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be stunned for 1
                                                
                                            
                                                
                                                     minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw
                                                
                                            
                                                
                                                     speed.
4
Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
5
Heightened Awareness. The krasis can’t be
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     damage.
Change Shape. The emissary polymorphs into a Small or Medium creature of its choice or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is
                                                
                                            
                                                
                                                    ","rollDamageType":"psychic"} psychic damage and be stunned until the start of its next turn.A star spawn emissary’s lesser form allows it to appear as any creature. Emissaries have no misplaced pride
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     affected only once. The area of each arcane burst then acts as an antimagic field for 1 hour. Sul Khatesh and spells she casts are unaffected by these fields.
Change Shape. Sul Khatesh magically
                                                
                                            
                                                
                                                     creature within 30 feet of it. A creature that fails the saving throw but can't expend a spell slot is instead stunned until the end of its next turn.Overlords
In the first days of the world, the
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     ice, whereupon Auril instantly reappears in her Auril (Third Form);third form, in an unoccupied space within 60 feet of where her second form was destroyed. Her initiative count doesn’t change
                                                
                                            
                                                
                                                     trapped in the crystal, which is immovable. If the saving throw succeeds, the crystal shatters and nothing else happens. A creature trapped in the crystal is stunned, has total cover against attacks and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 Bonus Actions
 Change Shape. The phisarazu
                                                
                                            
                                                
                                                     corralling kakkuus or standing guard. Phisarazus can magically change their form, but only into shapes that have ten limbs, such as driders and crabs. They use this ability to establish ambushes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     prayers, change whole worlds—but, until then, I do what I please.
 —Kopoha, scion of storms
 Empyrean Huge Celestial or Fiend (Titan), Neutral
 AC 22 Initiative +19 (29)
 HP 346 (21d12 + 210
                                                
                                            
                                                
                                                     Attack Roll: +17, reach 10 ft. Hit: 31 (6d6 + 10) Force damage, and the target has the Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     fights with the cunning of a skilled warrior, taking to the air as it attacks weaker characters and spellcasters first. However, a helmed horror lacks the insight to change its environment, fortify it
                                                
                                            
                                                
                                                     blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
 Languages understands the languages of its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Revenant Revenants possess the bodies they had in life, using them to hunt down their killers. If their bodies are destroyed, they take control of new bodies that gradually change to resemble the
                                                
                                            
                                                
                                                    , Paralyzed, Poisoned, Stunned
 Senses Darkvision 60 ft.; Passive Perception 13
 Languages Common plus one other language
 CR 5 (XP 1,800; PB +3)
 Traits
 Regeneration. The revenant regains 10 Hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     success, the creature shakes off the horror. On a failure, the creature is stunned, and the words change to name that creature. The stunned target can repeat the saving throw at the end of each of its
                                                
                                            
                                                
                                                    . They’re written in Deep Speech and change constantly. A creature who reads them realizes they recount terrifying ends for Atagua and Chimagua, and that creature must make a DC 20 Wisdom saving throw. On a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
 Actions
 Multiattack (Anathema Form Only). The anathema makes two Claw attacks and one Flurry of Bites attack
                                                
                                            
                                                
                                                    
 Bonus Actions
 Change Shape. The anathema transforms into a Huge constrictor snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     particular tier of play. You can change the creature type and other features of these stat blocks to customize the antagonists for your campaign. For example, you could change the veiled presence’s
                                                
                                            
                                                
                                                     creature type to Humanoid and frame this villain’s fantastical abilities as arising from powerful treasures the villain has amassed. Alternatively, you could make this villain a Fiend, change the damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     category 1, DC 14 for category 2, and DC 18 for category 3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
                                                
                                            
                                                
                                                     gains a climbing speed equal to its walking speed. 4 Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide. 5 Heightened
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     to automatically cross a sunbeam, which awakens Grandfather Oak. This corrupted treant has several myconids grafted onto its body. Grandfather Oak uses the treant stat block with the following change
                                                
                                            
                                                
                                                     throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The treant attacks using its Animate Trees action to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
 Condition Immunities charmed, deafened, frightened, paralyzed, stunned
 Senses truesight 120 ft., passive Perception
                                                
                                            
                                                
                                                     save, or half as much damage on a successful one.
 Bonus Actions
 Change Shape. The aspect magically transforms into any Humanoid or Beast, while retaining his game statistics (other than his size
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end
                                                
                                            
                                                
                                                     its master are in the same body of water.
 Bonus Actions
 Change Shape. The deep scion transforms into a hybrid form (humanoid-piscine) or back into its true form, which is humanlike. Its statistics
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     cold, poison
 Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
 Senses darkvision 120 ft., truesight 120 ft., passive Perception 26
 Languages all
                                                
                                            
                                                
                                                     body turns to slush and melts away. Auril instantly reappears in her second form, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesn’t change
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    
 Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
 Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
 Senses truesight 120 ft
                                                
                                            
                                                
                                                     damage.
 Change Shape. Rak Tulkhesh magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control. Guiding Whispers
                                                
                                            
                                                
                                                     fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     damage.
 Psychic Orb. Ranged Spell Attack: +13 to hit, range 120 ft., one creature. Hit: 18 (2d10 + 7) psychic damage.
 Change Shape. The emissary polymorphs into a Small or Medium creature of its
                                                
                                            
                                                
                                                     on a DC 21 Wisdom saving throw or take 36 (8d8) psychic damage and be stunned until the start of its next turn.
 Greater Star Spawn Emissary
 Huge Aberration
 Armor Class 15 (natural armor)
 Hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     detrimental. You can choose such properties from the tables in this section or determine them randomly. You can also invent new beneficial and detrimental properties. These properties typically change each
                                                
                                            
                                                
                                                     Artifact, you have Immunity to the Blinded, Deafened, Petrified, and Stunned conditions.   Minor Detrimental Properties   1d100 Property   01–08 While attuned to the Artifact, you have Disadvantage on any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     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) lightning damage and is stunned until the end of its
                                                
                                            
                                                
                                                     next turn. On a successful save, the creature takes half as much damage and isn’t stunned.
 Actions
 Multiattack. The draconian makes three Rend or Energy Ray attacks.
 Rend. Melee Weapon Attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners. When the dart reaches its target, the target must succeed on a DC
                                                
                                            
                                                
                                                     with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery
                                                
                                            
                                                
                                                    , Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature. Level 18
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                     number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list
                                                
                                            
                                                
                                                     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 just happened. 56–60 A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     typically change each time an artifact appears in the world. An artifact can have as many as four minor beneficial properties and two major beneficial properties. It can have as many as four minor
                                                
                                            
                                                
                                                    . 91–00 While attuned to the artifact, you can’t be blinded, deafened, petrified, or stunned.   Minor Detrimental Properties   d100 Property   01–05 While attuned to the artifact, you have disadvantage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery
                                                
                                            
                                                
                                                     Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    : +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.
 Change Shape. The giant
                                                
                                            
                                                
                                                     has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
 Regeneration. The giant
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     display of gore, leaving behind only their skeletons and equipment. This doesn’t kill or otherwise harm the affected creatures or change their game statistics. Their flesh, skin, and hair
                                                
                                            
                                                
                                                     with terror and a wave of lethargic hopelessness. Each creature must make a successful DC 15 Intelligence saving throw or be Stunned for the next minute. A creature can repeat this saving throw at the
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     display of gore, leaving behind only their skeletons and equipment. This doesn’t kill or otherwise harm the affected creatures or change their game statistics. Their flesh, skin, and hair regrow
                                                
                                            
                                                
                                                     terror and a wave of lethargic hopelessness. Each creature must make a successful DC 15 Intelligence saving throw or be Stunned for the next minute. A creature can repeat this saving throw at the end
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     display of gore, leaving behind only their skeletons and equipment. This doesn’t kill or otherwise harm the affected creatures or change their game statistics. Their flesh, skin, and hair regrow
                                                
                                            
                                                
                                                     terror and a wave of lethargic hopelessness. Each creature must make a successful DC 15 Intelligence saving throw or be Stunned for the next minute. A creature can repeat this saving throw at the end of
                                                
                                            
                                        






