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Returning 35 results for 'bards button dark creature rage'.
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Magic Items
Dungeon Master’s Guide
This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action
to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take
Magic Items
Dungeon Master’s Guide
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
Magic Items
Dungeon Master’s Guide
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the
spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom
Species
Player’s Handbook
territorial mob of halflings like those in the Dark Sun setting.
Halflings who prefer to live underground are sometimes called strongheart halflings or stouts. Nomadic halflings, as well as those who
live among humans and other tall folk, are sometimes called lightfoot halflings or tallfellows.
Halfling Traits
Creature Type: HumanoidSize: Small (about 2–3 feet tall)Speed: 30 feet
Magic Items
Dungeon Master’s Guide
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head.
Ioun Stone of Awareness;Awareness (Rare). While this dark-blue rhomboid orbits your head, you have Advantage on
Species
Eberron: Forge of the Artificer
philosophy often become bards, diplomats, mediators, or translators. Others, fascinated by their distant connection to the Fey, seek to build bridges between the Material Plane and the Feywild of
Thelanis. These Khoravar often become druids or warlocks with archfey patrons.
Khoravar Traits
Creature Type: HumanoidSize: Medium (about 4–6 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Monsters
Forgotten Realms: Adventures in Faerûn
, Piercing, or Slashing damage. Response—Constitution Saving Throw: DC 16, each creature of the Rusted’s choice in a 5-foot Emanation originating from the Rusted. Failure: the target has the
Poisoned condition until the end of the target’s next turn.A giant overtaken by the Rusting is a fearsome juggernaut, rending trees and hills in a mindless rage. Their tough, rusted skin turns away
Monsters
Eberron: Forge of the Artificer
StaticDreaming Dark Infiltrators are spies sent to gather intelligence. They plant psychic seeds in their minds of their foes that enhance the infiltrators’ combat prowess against those
enemies.PsychicMind Curse. Wisdom Saving Throw: DC 15, one creature hit by the infiltrator’s Mind Blade attack this turn. Failure: The target takes 14 (4d6) Psychic damage and is cursed
Monsters
Eberron: Forge of the Artificer
", "rollType":"damage", "rollAction":"Nightmare Whisper", "rollDamageType":"Psychic"} Psychic damage.
Primal Fear (1/Day). Wisdom Saving Throw: DC 17, each creature in a 30-foot-radius Sphere
following on each of its turns: move, take an action, or take a Bonus Action. Success: Half damage only.Mindkillers are the assassins of the Dreaming Dark, sent to terrify their foes before striking
Monsters
Forgotten Realms: Adventures in Faerûn
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ruinous Breath"}. Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage
", "rollAction":"Ruinous Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage.
Time-Warping Breath. Wisdom Saving Throw: DC 12, each creature that isn’t currently affected
Monsters
Forgotten Realms: Adventures in Faerûn
Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Ruinous Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success
: Half damage.
Time-Warping Breath. Wisdom Saving Throw: DC 15, each creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target’s Speed is halved, it can
Monsters
Forgotten Realms: Adventures in Faerûn
"}. Constitution Saving Throw: DC 20, each creature in a 90-foot Cone. Failure: 52 (8d12) Acid;{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Corroding Breath (Acid)", "rollDamageType":"Acid
, Speak with Dead
1/Day Each: Create Undead (level 8 version), Power Word KillLegendary Action Uses: 3. Immediately after another creature’s turn, Sammaster can expend a use to take one of the
Monsters
Forgotten Realms: Adventures in Faerûn
response to the spell’s trigger, using the same spellcasting ability as Spellcasting.Legendary Action Uses: 3. Immediately after another creature’s turn, Sammaster can expend a use to take one of
the following actions. Sammaster regains all expended uses at the start of each of his turns.
Deathly Teleport. Sammaster teleports up to 60 feet to an unoccupied space he can see, and each creature
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollDamageType":"Necrotic"} Necrotic damage.
Ruinous Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ruinous Breath"}. Constitution Saving Throw: DC 18, each creature in
. Wisdom Saving Throw: DC 18, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target’s Speed is halved, it can’t take Reactions, and it can
Monsters
Forgotten Realms: Adventures in Faerûn
22, each creature in a 90-foot Cone. Failure: 72 (16d8);{"diceNotation":"16d8", "rollType":"damage", "rollAction":"Ruinous Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage
: Legend Lore (as an action), Sequester
Time-Warping Breath. Wisdom Saving Throw: DC 22, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target’s Speed
Immovable Rod
Legacy
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Magic Items
Basic Rules (2014)
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push
the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
monsters
to lower their guard and even to strike their own allies in heedless rage. As servants of the Dreaming Dark, the du’ulora craft dreams that stir buried anger and incite hatred; they excel at
All-Around Vision. The quori can’t be surprised while it isn’t Incapacitated.
Aura of Fury. Wisdom Saving Throw: DC 16, any creature that starts its turn in a 60-foot Emanation
Rod of Lordly Might
Legacy
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Magic Items
Basic Rules (2014)
different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end
opposite the rod's flanged head (you choose the type of sword).
If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic
Darkvision
Legacy
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Spells
Basic Rules (2014)
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Cultist
Legacy
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Monsters
Basic Rules (2014)
"} to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Scimitar","rollDamageType":"slashing"} slashing damage.Cultists swear allegiance to dark
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.Scimitar. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Scimitar
Equipment
A dark blue oil can be extracted from the rare fruit of the willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute
, causing the petrified condition on that creature to end at the start of what would be that creature’s next turn.
Monsters
Baldur’s Gate: Descent into Avernus
Goring Rush. Immediately after using the Dash action, Torogar can make one melee attack with his horns.
Labyrinthine Recall. Torogar can perfectly recall any path he has traveled.
Rage (Recharges
after a Short or Long Rest). As a bonus action, Torogar can enter a rage that lasts for 1 minute. The rage ends early if Torogar is knocked unconscious or if his turn ends and he hasn't attacked a
Monsters
Eberron: Rising from the Last War
draconic creature twisted by demonic rage. Covered in iron spikes protruding from his bleeding flesh, this overlord looms fifteen feet high at the shoulders, and his wings span over forty feet. While
other magical effects.
Whirlwind of Weapons. A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6
Classes
Xanathar's Guide to Everything
You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and
transformed by it.
The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy
Monsters
Acquisitions Incorporated
and earnest debate, he demonstrates an equal flair for planning and forethought, mad combat moves (involving leaping off high places whenever possible), and dark vengeance.
Viari's career as an
adventurer was nearly cut short during a battle of which the bards still sing. Unleashing a devastating attack with the aptly named Apocalypse Dagger, the rogue destroyed a giant single-handedly — and lost
Mouth of Grolantor
Legacy
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Monsters
Volo's Guide to Monsters
Mouth of Madness. The giant is immune to confusion spells and similar magic.
On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might
giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls
Equipment
This tarry substance harvested from the dark boughs of the death’s head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature
subjected to a dose of black sap cannot be charmed or frightened for 1d6 hours.
For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become poisoned for 2d4 hours—an effect that is cumulative with multiple doses.
Arms of Hadar
Legacy
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Spells
Player’s Handbook (2014)
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On
a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At
Monsters
Lost Laboratory of Kwalish
Medium or smaller creature, it is grappled (escape DC 10). Until this grapple ends, the monk cannot use its polearm on another target.Cultists swear allegiance to dark powers such as elemental princes
Dark Devotion. The monk has advantage on saving throws against being charmed or frightened.Hooked Polearm. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Hooked
Magic Items
Guildmasters’ Guide to Ravnica
This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another Spies’ Murmur and that creature is within 1 mile of you, you can communicate
telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you’re incapacitated.
Giant Fire Beetle
Legacy
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Monsters
Basic Rules (2014)
creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for 1d6;{"diceNotation
":"1d6","rollType":"roll"} days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.
magic-items
This punch knife style weapon is carved from a single chunk of superconductive dark violet metal that binds to the fist and forearm with black leather straps.
You gain a +2 bonus to attack rolls and
damage rolls made with this magic weapon. When you score a Critical Hit against a creature with this magic weapon, that creature takes an extra 2d6 Lightning damage.
Additionally, while you are attuned to this magical weapon, you have Advantage on Initiative rolls and you can cast Jump on yourself.
Monsters
Icewind Dale: Rime of the Frostmaiden
to believe that its weapons are conduits through which it can speak to a demon lord or other dark power, as well as channel its rage. If the berserker’s madness is cured using magic that removes
by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention.
A creature wounded by one of these chardalyn weapons can feel a sudden sickness
magic-items
This punch knife stands out from others being made of a dark wood that’s harder than iron.
You gain a +1 bonus to attack rolls and damage rolls with this magic weapon. When you hit a creature
Monsters
Phandelver and Below: The Shattered Obelisk
creature, it has disadvantage on the next attack roll it makes before the end of its next turn.Feral ashenwights retain a fragment of the spark they had in life. However, they are devoid of memories
or thoughts beyond a compulsive desire to destroy all living creatures they encounter.
Ashenwights
When a Humanoid consumed by cruelty and rage dies in an area corrupted by the Far Realm, the






