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Returning 35 results for 'beast being dies charges rolls'.
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Magic Items
Dungeon Master’s Guide
This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.
Magic Items
Dungeon Master’s Guide
Initiative rolls.
Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment.
Aquatic Command. Wave has 3 charges and
regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 20) from it on a Beast that has a Swim Speed.
Globe of Invulnerability. While
Monsters
Monster Manual
fails. It can’t use this trait if it has the Incapacitated condition.
Displacement. Attack rolls against the displacer beast have Disadvantage, since it projects an illusion that makes it
Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the save and half damage if it
Magic Items
Dungeon Master’s Guide
words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time
. When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.
When you use this weapon to attack a creature that
has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune
Spells
Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
Magic Items
Dungeon Master’s Guide
This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can
expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage.
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.
Monsters
Monster Manual
Exalted Restoration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.
Magic Resistance
components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell
Monsters
Monster Manual
condition, is a Humanoid or Beast, and has 10 Hit Points or fewer. Failure: The intellect devourer possesses the target, consumes its brain, and teleports inside its skull. While there, the intellect
telepathy; and its Detect Intelligence trait. It otherwise adopts the target’s game statistics. It knows everything the target knew, including spells and languages.
If the host body dies, the
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have
. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving
Magic Items
Dungeon Master’s Guide
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with
and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.
Magic Items
Dungeon Master’s Guide
This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls
.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell
Magic Items
Dungeon Master’s Guide
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
throws, and spell attack rolls.
Spells. While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you
Magic Items
Dungeon Master’s Guide
This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls
you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total
Monsters
Monster Manual
ability (spell save DC 17):
At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
rolls 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Giggling Magic"} whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or
Monsters
Monster Manual
ability (spell save DC 21):
At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
turn, the target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Giggling Magic"} whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws.
Luck. If the weapon is on your person
used again until the next dawn.
Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can’t be used again until the next dawn. The weapon loses this property if it has no charges.
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
to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn.
Giant’s Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power
Monsters
Monster Manual
":"1d20+13", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary
", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
Monsters
Monster Manual
;{"diceNotation":"1d20+16", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no
and subtracts 5 (1d10);{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on
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.
Monsters
Monster Manual
Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition.
Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC
Magic Items
Dungeon Master’s Guide
Elemental Plane of Air. Every Ring of Elemental Command has the following two properties:
Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have
Disadvantage on attack rolls against you.
Elemental Compulsion. While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes
Monsters
Monster Manual
Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa
’s permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment.
Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to
Monsters
Monster Manual
condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll
. If the target is a Medium or smaller creature, it has the Prone condition. The target dies if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only
Magic Items
Dungeon Master’s Guide
. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it.
When you attack a creature with the axe and roll a 20 on the d20 for the attack
immediately after you on your Initiative count. The elemental disappears after 24 hours, when it dies, or when you dismiss it as a Bonus Action. You can’t use this property again until the next
Magic Items
Dungeon Master’s Guide
holding or carrying the talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Ultimate End. The talisman has 6 charges
Magic Items
Dungeon Master’s Guide
talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Pure Rebuke. The talisman has 7 charges. While wearing or holding
Magic Items
Dungeon Master’s Guide
) for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.
Giant Fly
Large Beast, Unaligned
AC 11 Initiative +1 (11)
HP 19
been used, it can’t be used again until 15 days have passed.
Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour
Monsters
Monster Manual
and rolls a 1 has the Prone condition.
If the beholder dies or moves its lair elsewhere, these effects end immediately.Antimagic Cone. The beholder’s central eye emits an antimagic wave in a
", "rollType":"damage", "rollAction":"Death Ray", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage. Failure or Success: The target dies if the ray reduces it to 0 Hit
Magic Items
Dungeon Master’s Guide
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from
Monsters
Monster Manual
sunlight, it has Disadvantage on attack rolls and ability checks.Multiattack. The vampire makes two attacks, using Grave Strike or Sickening Ray in any combination.
Grave Strike. Melee Attack Roll: +10
and any creatures of its choice are unaffected by the fog.
If the vampire dies or moves its lair elsewhere, these effects end immediately.Cold, NecroticSanguine Drain. Constitution Saving Throw: DC 18
Monsters
Forgotten Realms: Adventures in Faerûn
Amphibious (Sea Form Only). The beast breathes air and water.
Divine Immortality. If the beast dies, its body dissolves into black goo, and it gains a new body after 1d10;{"diceNotation":"1d10
start of its turn. If the beast takes Radiant damage or damage from a Critical Hit, this trait doesn’t function at the start of the beast’s next turn. The beast dies only if it starts its
Magic Items
Eberron: Forge of the Artificer
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, you can take a Bonus Action to cause it to shed Bright Light in a 30-foot radius and Dim Light for an
additional 30 feet. You can extinguish the light as a Bonus Action.
The weapon has 4 charges. You can take a Reaction immediately after being hit by an attack roll to expend 1 of the weapon’s






