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Returning 35 results for 'takes da transported'.
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Spells
Player’s Handbook
The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or
be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Magic Items
Dungeon Master’s Guide
the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after
you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the
Spells
Tasha’s Cauldron of Everything
creature takes any damage, and the creature isn’t transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.
transported to the world that was in the visions.
To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world’s existence, even if
Prismatic Spray
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
each target, roll a d8 to determine which color ray affects it.
Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
Orange. The target takes 10d6 acid
damage on a failed save, or half as much damage on a successful one.
Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
Green. The target
Monsters
Planescape: Adventures in the Multiverse
must make a DC 24 Constitution saving throw. On a failed save, a creature takes 52 (8d12);{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Time Breath", "rollDamageType":"force"} force
creatures have resistance to all damage it deals. On a successful save, the creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending
Prismatic Wall
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
duration of the spell. Antimagic field has no effect on the wall, and dispel magic can affect only the violet layer.
1. Red. The creature takes 10d6 fire damage on a failed save, or half as much
creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a
Figurine of Wondrous Power
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops
nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
Figurine of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Duration: Concentration, up to 1 minute
The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target
must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world
other world, which causes your destination to be a safe location within 1 mile of where that creature was born. The spell ends early on a creature if that creature takes any damage, and the creature
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, which the characters can remove from its corpse. The massive heart is the size of a small trunk and weighs nearly one hundred pounds. Any characters close to it while it is being transported imagine
second component takes the form of a few spatters of a demon lord’s blood. A successful DC 10 Wisdom (Perception) check finds some of Yeenoghu’s black blood on the fallen goristro’s horns.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, the remaining ones retreat to area 3b or dive into the pit. Creatures that fall into the pit are immediately transported to the Astral Plane (see chapter 2 of the Dungeon Master’s Guide for more
and psychic damage. Reducing a head to 0 hit points destroys it. Whenever a head is destroyed, any remaining mind flayer heads in the area that haven’t been destroyed emit a telepathic scream. Each creature in the room takes 1d6 psychic damage for each screaming head (maximum 12d6).
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
with your campaign. To claim this treasure, it must be hacked out of the ice in the lair cavern. Doing so takes half a day (and is thus impossible if Arauthator is still in the lair). Marfulb’s four
talked into letting this material be transported south, provided she gets to come along. If Arauthator still lives, the ice toad would prefer to stay and continue her work with her records intact.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
your campaign. To claim this treasure, it must be hacked out of the ice in the lair cavern. Doing so takes half a day (and is thus impossible if Arauthator is still in the lair). Marfulb’s four decades
talked into letting this material be transported south, provided she gets to come along. If Arauthator still lives, the ice toad would prefer to stay and continue her work with her records intact.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one
. 3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one
.
Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
book is pulled into the portal and transported to a demiplane along with any equipment it is wearing or carrying (see the “Other Planes” section in the Dungeon Master’s Guide for more information on
a forest. If anyone tries to move away from the forest, they are halted by an impassable barrier of force that disallows any other route. The story takes the characters generally northward through
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
against any creature other than you. This effect ends when any creature other than you deals damage to the target. Donjon (or A ♠) As an action, you are transported to an empty demiplane until the end of
♣) When you deal damage to a creature, that creature takes an extra 1d6 fire damage. Fool
(or Joker with ™) As a reaction, when you take damage, you cause the creature that dealt it to have the prone
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
only the violet layer. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass
through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
only the violet layer. 1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass
through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. 2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Primordial Nexus The characters are magically transported to the Primordial Nexus when they step through the portal on the temple’s high altar (area T9 of map 1.1). The nexus is shown on map 1.2. The
their corresponding Para-elemental Plane. The pools have no lip. Any creature that falls or is shoved into a pool by an Unarmed Strike takes 55 (10d10) damage of the type indicated on the Para-elemental
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
throughout the room. Extradimensional Prison. Any creature that enters the rift’s space is transported to an unoccupied space in an extradimensional prison that takes the form of a 30-foot-diameter
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
crypts until their remains can be transported to Aerenal. Shae Lias, Upper Northedge Nightshade An apothecary dealing in exotic herbs and salves, Nightshade is also a tavern specializing in lightly
Silver Bough This establishment deals in arms crafted in the Aereni tradition. This merchandise includes magic items, but woodshaper Tanar Mendyrian takes time to produce his wonders, and only a limited
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 24 Constitution saving throw. On a failed save, a creature takes
, and other creatures have resistance to all damage it deals. On a successful save, the creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
immediate danger and must escape before they can find a way home. Encounters MIKE SCHLEY Map: Tyvern’s WorkshopView Player Version This adventure consists of the following encounters and takes place on
attacked. If the characters are obviously time travelers, Tyvern insists he can send them home if the characters help him. A character who takes a Utilize action and succeeds on a DC 13 Strength
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each
instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. Onyx Dog (Rare) This onyx statuette of a dog can become a Mastiff for up to 6 hours
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
duplicate’s space. If the illusory duplicate takes any damage, it disappears. The region takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick
her lair: Shadows seem abnormally gaunt and sometimes move on their own as though alive. Creatures are transported to a harmless but eerie demiplane filled with shadowy forms, waxy corpses, and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
for the first time on a turn or starts its turn there takes 55 (10d10) fire damage. Slagline Suspended above the magma lake is a carousel-like chain of dangling steel buckets called the Slagline. The
and refining. The processed materials are then transported past Turbine Heights to Old Lockford, where they are sold by merchants and guild artisans.) The Slagline alternates between running for 1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature’s statistics, except for the giant fly. The creature exists for a duration
command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each
revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to the top of each rocky column and lights its beacon. It takes 8 hours for him to light all eight beacons—enough time for the characters to take a long rest if they choose to stick around. Each beacon
one by one.
Alagarthas is transported safely back to his home in the Misty Forest on the world of Toril, as is any other creature that enters the water before the scene fades away. Any character
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature’s statistics, except for the giant fly. The creature exists for a duration
and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. Onyx Dog (Rare). This onyx statuette of a dog can become a mastiff
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. A creature rendered unconscious in this way awakens if it takes any amount of damage; otherwise, the unconsciousness lasts for 3d6 hours. If the whole party is rendered unconscious, the yakfolk
(area 20) and moves clockwise through the upper level of the fortress, transporting the iron ore to the dressing mill (area 12) to be broken up. Iron ore is then loaded into buckets and transported to the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
equal to the necrotic damage the target takes. Once this property is used, it can’t be used again until the next dawn. Comet. As an action, you can hold this card aloft and call down a fiery meteor to
a point you can see within 120 feet of yourself. Each creature within a 20-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 6d6
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
test takes place. If Vellynne Harpell is with the party, she is willing to participate in the tests and counts as a party member if the characters allow her to accompany them. When a test ends, use the
one or more of the characters are transported here, read: Your surroundings vanish in a flurry of snow and ice. When your vision clears, you find yourself standing at the edge of a camp, its tents
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
transported to a harmless demiplane until the start of the dragon’s next turn, at which point it reappears in an unoccupied space of the dragon’s choice within 120 feet of the dragon. Failure or Success
creature the dragon can see within 120 feet. Failure: 24 (7d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon’s next