Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'stunned of have'.
Other Suggestions:
studied of have
shunned of have
studded of have
skinned of have
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Stunned A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Stunned A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Stunned A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Stunned
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Stunned A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Stunned
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Stunned [Condition] While you have the Stunned condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Stunned [Condition] While you have the Stunned condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Stunned [Condition] While you have the Stunned condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Stunned [Condition] While you have the Stunned condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage.
Spells
Player’s Handbook
You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn
.
The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.
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.
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
The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.
Using a Higher-Level Spell Slot. The extra damage increases by 1d6 for each spell slot level above 4.
Monsters
Monster Manual
creature, it has the Grappled condition (escape DC 14) from all the mind flayer’s tentacles, and the target has the Stunned condition until the grapple ends.
Extract Brain. Constitution Saving
", "rollAction":"Mind Blast", "rollDamageType":"Psychic"} Psychic damage, and the target has the Stunned condition until the end of the mind flayer’s next turn. Success: Half damage only
Spells
Player’s Handbook
0–20
The target dies.
21–30
The target has the Blinded, Deafened, and Stunned conditions for 1 hour.
31–40
The target has the Blinded and Deafened conditions for 10 minutes.
41–50
The target has the Deafened condition for 1 minute.
Monsters
Monster Manual
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Monsters
Monster Manual
within 10 feet. Failure: The target has the Stunned 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
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Magic Items
Dungeon Master’s Guide
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.
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Holy Word", "rollDamageType":"Radiant"} Radiant damage, and the target has the Stunned condition until the end of the archpriest’s next turn. Success: Half damage
Monsters
Monster Manual
the Stunned condition until the start of the ultroloth’s next turn. Success: The target is immune to this ultroloth’s Hypnotic Gaze for 24 hours.
Spellcasting. The ultroloth casts one of
Monsters
Monster Manual
. Failure: 16 (3d8 + 3);{"diceNotation":"3d8+3", "rollType":"damage", "rollAction":"Tentacle Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage, and the target has the Stunned condition until the start of the otyugh’s next turn. Success: Half damage only.
Monsters
Monster Manual
the vrock (demons succeed automatically). Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Stunning Screech", "rollDamageType":"Thunder"} Thunder damage, and the target has the Stunned condition until the end of the vrock’s next turn.PoisonCold, Fire, Lightning
Spells
Player’s Handbook
action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires
Monsters
Monster Manual
. Constitution Saving Throw: DC 12, one creature the myconid can see within 10 feet. Failure: The target has the Stunned condition and repeats the save at the end of each of its turns, ending the effect
Monsters
Monster Manual
Stunned condition until the end of the intellect devourer’s next turn.
Steal Body. Intelligence Saving Throw: DC 12, one Small or Medium creature within 5 feet that has the Incapacitated
Monsters
Monster Manual
+5", "rollType":"damage", "rollAction":"Mind Burst", "rollDamageType":"Psychic"} Psychic damage, and the target has the Stunned condition until the end of the mind flayer’s next turn. Success
Magic Items
Dungeon Master’s Guide
DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn.
Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a
Magic Items
Dungeon Master’s Guide
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
Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned
Magic Items
Dungeon Master’s Guide
7, Lightning 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
Spells
Player’s Handbook
on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.
Stunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.
Magic Items
Dungeon Master’s Guide
, Stinking Cloud.
21–25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened
Magic Items
Princes of the Apocalypse
javelin is also proficient 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
Conditions
While you have the Stunned condition, you experience the following effects.Incapacitated. You have the Incapacitated condition.Saving Throws Affected. You automatically fail Strength and Dexterity
saving throws.Attacks Affected. Attack rolls against you have Advantage.Legacy DefinitionA stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly.The creature automatically fails Strength and Dexterity saving throws.Attack rolls against the creature have advantage.
Magic Items
Phandelver and Below: The Shattered Obelisk
When you drink this potion, you have advantage for 1 hour on saving throws you make to avoid or end the charmed or stunned condition on yourself.
This black potion swirls with shimmering flecks of pink and purple.