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Returning 35 results for 'stunned charge'.
Magic Items
Dungeon Master’s Guide
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of
on attack rolls against you. Any creature in the Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01–20
You cast
Magic Items
Arcana Unleashed
charge and use a command word to cause light to shine from the staff. The staff emits Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. The staff stops glowing after 1 minute or
charges you must expend to cast the spell.
Spell
Charge Cost
Detect Magic
0
Light
0
Identify
1
Maze
8
Knock
2
Tongues (self only)
0
Legend Lore
5
Monsters
Planescape: Adventures in the Multiverse
Headfirst Charge. If the equinal moves at least 30 feet in a straight line toward a creature and ends within 5 feet of it, that creature must succeed on a DC 17 Strength saving throw or take 14 (4d6
);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Headfirst Charge", "rollDamageType":"bludgeoning"} bludgeoning damage and have the prone condition.Multiattack. The equinal makes two Fist
Robe of Scintillating Colors
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling
rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
Hammer of Thunderbolts
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack
hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.
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
turn. Polukranos regains spent legendary actions at the start of its turn.
Detect. Polukranos makes a Wisdom (Perception) check.
Tail Swipe. Polukranos makes a tail attack.
Trampling Charge (Costs
Monsters
Candlekeep Mysteries
":"damage","rollAction":"Thunder Strike","rollDamageType":"thunder"} thunder damage, and if the target is a creature, it must succeed on a DC 17 Constitution saving throw or be deafened and stunned until the
":"Staff of Striking","rollDamageType":"bludgeoning"} bludgeoning damage when used with two hands, and Bak Mei can expend up to 3 of the staff’s charges. For each expended charge, the target takes
Magic Items
Tomb of Annihilation
(History) checks is doubled.
You can’t be blinded, charmed, deafened, frightened, petrified, or stunned.
Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless
regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light
for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light
for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for
an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed
.
d100
Effect
01-05
You cast slow.
06-10
You cast faerie fire.
11-15
You are stunned until the start of your next turn, believing something awesome just happened.
16-20
You
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon
unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon
unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and
throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
saving throw or die. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a
17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Resistances radiant
Condition Immunities charmed, frightened
Senses passive Perception 15
Languages Celestial, Common
Challenge 6 (2,300 XP) Proficiency Bonus +3
Headfirst Charge. If the
or have the prone condition.
Shout (Recharge 6). The equinal lets out a booming shout. Each creature within 30 feet of the equinal must succeed on a DC 14 Constitution saving throw or have the stunned condition until the end of the equinal’s next turn.
Eric Belisle
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Resistances radiant
Condition Immunities charmed, frightened
Senses passive Perception 15
Languages Celestial, Common
Challenge 6 (2,300 XP) Proficiency Bonus +3
Headfirst Charge. If the
or have the prone condition.
Shout (Recharge 6). The equinal lets out a booming shout. Each creature within 30 feet of the equinal must succeed on a DC 14 Constitution saving throw or have the stunned condition until the end of the equinal’s next turn.
Eric Belisle
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During
the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
Robe of Stars Wondrous item, very rare
Compendium
- Sources->Dungeons & Dragons->Rrakkma
helping the ulitharid charge the artifact. Objectives/Goals The ulitharid has a pact with the star spawn seer and spends its time focused on charging the Gith Capacitor. If the star spawn seer is
need to make a successful DC 15 Intelligence saving throw or be stunned until the beginning of their next turn.
SOCIAL
The star spawn seer is too alien to engage in reasonable conversation with
Compendium
- Sources->Dungeons & Dragons->Arcana Unleashed
Constitution saving throw or have the Stunned condition until the end of your next turn. Regaining Charges. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a
Advantage on Intelligence (Arcana) checks. Dazzling Light. While holding the staff, you can expend 1 charge and use a command word to cause light to shine from the staff. The staff emits Bright Light in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Wonder Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That
. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed. Wand of Wonder Effects 1d100 Effect
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Wonder Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That
. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed. Wand of Wonder Effects 1d100 Effect
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Stunned
Senses Truesight 120 ft.; Passive Perception 13
Languages None
CR 18 (XP 20,000, or 22,000 in lair; PB +6)
Traits
Legendary
mortal heroism. Should a deva’s chosen champions carry out their charge, they experience a revelation or the world is changed in line with divine purpose. Roll on or choose a result from the Deva
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Whenever the hydra
, frightened, stunned, or knocked unconscious.
Whenever Polukranos takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, Polukranos dies.
At the end of its turn, it grows
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) thunder damage, and if the target is a creature, it must succeed on a DC 17 Constitution saving throw or be deafened and stunned
hands, and Bak Mei can expend up to 3 of the staff’s charges. For each expended charge, the target takes an extra 1d6 force damage.
Heal Self (Recharges after a Long Rest). Bak Mei regains 2d8 + 4
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
an effect has multiple possible subjects, the DM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20
. On a 1, the wand crumbles into dust and is destroyed. d100 Effect 01–05 You cast slow. 06–10 You cast faerie fire. 11–15 You are stunned until the start of your next turn, believing something
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
an effect has multiple possible subjects, the DM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20
. On a 1, the wand crumbles into dust and is destroyed. d100 Effect 01–05 You cast slow. 06–10 You cast faerie fire. 11–15 You are stunned until the start of your next turn, believing something
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
nonmagical weapons
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses truesight 120 ft., passive Perception 22
Languages Abyssal
) bludgeoning damage plus 10 (3d6) necrotic damage when used with two hands.
Invoke Curse. While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and targets one creature he
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
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
. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
) lightning damage and must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn. Aphelion audibly protests any attempts to sabotage the servers by
to 2,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. At full charge, a wheelie sled can operate for 24 hours
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
XP)
False Appearance. While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.
Rolling Charge. If the galeb duhr rolls at least 20 feet straight toward a target and
. The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept’s next turn. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
after a fight: Activation Rods. The two rods in area B7 carry an electric charge and, when touched simultaneously, open the door in area B14. (The githyanki know that the charge deals a painful jolt
and don’t appear to be allied with Ilvaash or corrupted by the Far Realm, Lowarnizel and Gossa are cautiously welcoming. Lowarnizel does most of the talking and is clearly in charge. The two demand to