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Returning 35 results for 'back breathing dealing create remove'.
Magic Items
Dungeon Master’s Guide
you and didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster; the caster must make a saving throw against the spell using their own spell save DC.
Magic Items
Dungeon Master’s Guide
can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.
You can take a Magic action to close a Portable Hole by taking hold of
forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.
Placing a
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained
Magic Items
Dungeon Master’s Guide
, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also
the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table
Spells
Player’s Handbook
You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of
equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your
Spells
Player’s Handbook
memory of the event’s details, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the
might deem a modified memory too nonsensical to affect a creature.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.
Using a Higher-Level
Magic Items
Dungeon Master’s Guide
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
Magic Items
Forgotten Realms: Adventures in Faerûn
While inactive, the mobility wonder resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms
into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Spells
Forgotten Realms: Heroes of Faerûn
of level 7 or lower that targeted only you and didn't create an area of effect, you can take a Reaction to deflect that spell back at the spell's caster; the caster makes a saving throw against that spell using that caster's own spell save DC.
You create a glowing mote of energy that hovers above you for the duration. The mote sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
When you cast this spell and as a
Magic Items
Forgotten Realms: Adventures in Faerûn
requirements to use the tome.
To create a dracolich using a Tome of the Dragon, you must have continuous access to the body of an adult or ancient dragon (either living or dead), as well as 80,000 GP worth of
the ritual’s duration are halved.
When the ritual is complete, the tome explodes with violet light, dealing (12d6) Necrotic;{"diceNotation":"12d6", "rollType":"damage", "rollAction":" (Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
as the Spider Swamp in Calimshan, where they create beautiful objects that express their artistry and which are sometimes traded to other communities. Most araneas prefer to avoid combat, befuddling
humanoid-spider hybrid form, or back into its true spider form. Its game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn’t transformed.
Magic Items
Forgotten Realms: Adventures in Faerûn
.
Mobility Wonder (Common). While inactive, the mobility wonder resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the
mobility wonder transforms into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Magic Items
Forgotten Realms: Heroes of Faerûn
resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms into a personal transport device and
remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Marid
Legacy
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Monsters
Monster Manual (2014)
with spell attacks). It can innately cast the following spells, requiring no material components:
At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink
3/day each: tongues, water breathing, water walk
1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shiftMultiattack. The marid makes two trident
Monsters
Locathah Rising
spells, requiring no material components:
At will: command, create or destroy water3/day each: control water, darkness, water breathing, water walk1/day each: Evard's black tentacles, lightning
Monsters
Tales from the Yawning Portal
Amorphous Form. White Maw can occupy another creature’s space and vice versa.
Corrode Metal. Any nonmagical weapon made of metal that hits White Maw corrodes. After dealing damage, the weapon
dealing damage.
White Maw can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While White Maw remains motionless, it is indistinguishable from white stone.
Killer Response
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
beings who dwell in the frozen wastelands of Krynn. They sport thick, ivory tusks, which they use both to defend themselves and to poke breathing holes in sea ice as they swim.
Often at odds with the
monstrous creatures that live in the frozen wastes, thanoi are adept hunters. In addition to their tusks, they use harpoons on long ropes that they can quickly reel back. Groups of thanoi hunters work
Kraken Priest
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Monsters
Volo's Guide to Monsters
":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: command, create or destroy water
3/day each: control water
, darkness, water breathing, water walk
1/day each: call lightning, Evard's black tentaclesThunderous Touch. Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Thunderous Touch
Monsters
Mordenkainen Presents: Monsters of the Multiverse
deep scion’s duty to infiltrate the air-breathing world and report back to their master. When set to this task, a deep scion worms their way into the life of an unsuspecting enemy as a new friend
certain, but when it works, the magic transforms an air-breathing person into a shapeshifter that can take on an aquatic form.
A deep scion emerges from the depths in service to their underwater master
Monsters
Curse of Strahd
contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the
anything that tries to remove the gem; a creature trying to remove the gem must make a DC 20 Dexterity saving throw. On a successful save, the creature claims the stone without getting bitten. On a
Monsters
The Book of Many Things
Ruinous Acid. Any nonmagical weapon that hits the spider corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5
, the weapon is destroyed. Nonmagical ammunition made of metal that hits the spider is destroyed after dealing damage.
Spider Climb. The spider can climb difficult surfaces, including upside down on
Species
Strixhaven: A Curriculum of Chaos
that extend from their back and shoulders.
Like owls, owlin are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on you in the library.
Your owlin
character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl.
Creating Your Character
If you create an owlin character, follow these
Species
Eberron: Rising from the Last War
Healing can save a life with a touch, restoring vitality and the will to live. When dealing with mundane medicine, the mark helps its bearer sense the nature of maladies, aiding them in finding a
cure. When equipped with dragonshard focus items, the mark can even draw the dead back from the depths of Dolurrh.
House Jorasco
Leader: Ulara d’Jorasco
Headquarters: Vedkyar Enclave (Vedykar
Magic Items
Ghosts of Saltmarsh
stone can’t be used this way again until the next dawn.
Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you
remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone’s magic, your next two ability checks are made with disadvantage.
Monsters
Locathah Rising
"} to hit with spell attacks). She can innately cast the following spells, requiring no material components:At will: command, create or destroy water3/day each: control water, darkness, water
breathing, water walk1/day each: Evard's black tentacles, lightning boltThunderous Touch. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Thunderous Touch"} to hit
Monsters
The Wild Beyond the Witchlight
eyelashes. Underneath her makeup, her flesh is textured like rotten bark and infested with wood lice and fungus. The windup key sticking out of her back is a part of her body and no easier to remove than one
will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day: awaken (as an action), plane shift (self only)Skabatha is the oldest member of the
Apparatus of Kwalish
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus
many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save DC 13):
At will: command, create or destroy water
3/day each: control water, darkness, water breathing, water walk
1/day each: Evard's black tentacles
Voice of the Kraken (Recharges after a
Raise Dead
Legacy
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Spells
Basic Rules (2014)
life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases
.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Resurrection
Legacy
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Spells
Basic Rules (2014)
hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't
removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal
Equipment
throw or be cursed with lycanthropy (see the Monster Manual). The curse lasts until removed by the remove curse spell or similar magic.
The type of lycanthropy depends on the lycanthrope used to create
Portable Hole
Legacy
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Magic Items
Basic Rules (2014)
used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth
feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a
Monsters
Spelljammer: Adventures in Space
: compulsion, fearPsionic Shield (3/Day). When the braxat would be hit by an attack roll or a magic missile spell that originates from a source the braxat can see, the braxat can create an invisible
spells from damaging it.A braxat is a towering, warm-blooded carnivore with a thick, articulated shell covering its back, a squarish head topped with horny protrusions, and thick arms ending in large hands
Monsters
Vecna: Eve of Ruin
saving throw or have disadvantage on saving throws against the frightened condition. This curse lasts until removed by the Remove Curse spell or other magic.
Claw. Melee Weapon Attack: +10;{"diceNotation
necromancy are prevalent.
To create a deathwolf, a necromancer reanimates the body of a powerful werewolf by conducting a profane ritual fueled by lunar magic. The result is an Undead abomination that
Monsters
Planescape: Adventures in the Multiverse
tears from its body and becomes a new vargouille reflection. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete ends the curse and
disembodied Humanoid heads with wings. While most vargouilles roam the planes to curse Humanoids and create more vargouilles, a variant known as the vargouille reflection resides in Undersigil. When a






