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Magic Items
Dungeon Master’s Guide
Each Scroll of Protection works against creatures of a specific creature type chosen by the DM or determined by rolling on the following table.
1d100
Creature Type
01-10
Scroll of
Protection (Aberrations);Aberrations
11-15
Scroll of Protection (Beasts);Beasts
16-20
Scroll of Protection (Celestials);Celestials
21-25
Scroll of Protection (Constructs);Constructs
Spells
Player’s Handbook
A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.
Magic Items
Dungeon Master’s Guide
This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the
creature, the ammunition becomes nonmagical.
1d100
Creature Type
01–10
Aberrations
11–15
Beasts
16–20
Celestials
21–25
Constructs
26
Spells
Player’s Handbook
Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed
, Charmed, or Frightened by such creatures.
Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a
Spells
Player’s Handbook
appearance of structures or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can
turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell
Magic Items
Dungeon Master’s Guide
folds back into a box if no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do
Spells
Player’s Handbook
and other objects created by this spell dissipate into smoke if removed from it.
A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and
creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can’t leave the dwelling.
When the spell ends, any creatures or
Spells
Player’s Handbook
or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
A task that can be
typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the creature completes the
Magic Items
Dungeon Master’s Guide
catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down
, 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
Monsters
Monster Manual
, creating the following effects:
Children of the Night. The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while
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
Spells
Player’s Handbook
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
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.
Monsters
Astarion's Book of Hungers
vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in
containing an infernalist’s lair is warped by its presence, creating the following effects, all of which happen at the vampire’s discretion:
Diabolic Beasts. Animals in the vampire’s domain
Monsters
Lorwyn: First Light
, meadows flourish and crop fields ripen in their presence, and kithkin rejoice when these incarnations pay their clachan a visit. In Shadowmoor, these same creatures are an ill omen—gruesome
wolfhounds often accompanied by invasive plant species and frenzied wild beasts.
Incarnations of Nature
Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations
Monsters
Forgotten Realms: Adventures in Faerûn
knowledge of an even older version of himself. One of Manshoon’s enemies, Halaster Blackcloak, removed Manshoon’s left arm at the elbow. Manshoon now uses a mechanical prosthetic arm
duplicate himself, his allies, and even his rivals. Manshoon knows that keeping people guessing about hidden identities makes them easier to manipulate.
Manshoon usually wears a mask and concealing
Monsters
Lorwyn: First Light
Ephemeral Movement. The incarnation can move through other creatures and objects as if they were Difficult Terrain, and its movement doesn’t provoke Opportunity Attack;Opportunity Attacks. It
spectral existence in material reality. Each incarnation resembles a saurian behemoth with an axolotl face, a many-frilled tail, and a hulking back covered in bright-orange pustules. In Lorwyn
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
Resistance. Sammaster has Advantage on saving throws against spells and other magical effects.
Soul Gem. Sammaster has a magical soul gem as his dracolich heart. The gem can’t be damaged or removed
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.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creatures, using berbalangs to spy on their enemies and to watch over their creches on the Material Plane.Spectral Duplicate (Recharges after a Short or Long Rest). The berbalang creates one spectral
Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage.
Frenzied Animals. Beasts within 1 mile of the lair become frenzied and violent—even creatures that are
initiative count 20 of the next round.
Illusory Duplicate. Demogorgon creates an illusory duplicate of himself, which appears in his space and lasts until initiative count 20 of the next round. On his turn
Berbalang
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Spectral Duplicate (Recharges after a Short or Long Rest). As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the
duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang
Demogorgon
Legacy
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Monsters
Out of the Abyss
following effects; Demogorgon can’t use the same effect two rounds in a row:
Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20
of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with
Conjure Animals
Legacy
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Spells
Basic Rules (2014)
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
One beast of challenge
rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it
Monsters
Bigby Presents: Glory of the Giants
Shrapnel Explosion. When the giant drops to 0 hit points, its armor explodes, destroying the giant’s body and scattering the armor as shrapnel. Creatures within 10 feet of the giant when its
it can be removed from a creature or an object by any spell that ends a curse.
Bolt of Imix. Ranged Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"spell", "rollAction":"Bolt of Imix"} to hit
Simulacrum
Legacy
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Spells
Basic Rules (2014)
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it
. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands
Night Hag
Legacy
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Monsters
Basic Rules (2014)
polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true
trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Candlekeep Mysteries
Alternate Forms. The gingwatzim has two alternate forms, both of which are chosen by its creator when the gingwatzim comes into being. One form is an exact duplicate of a Tiny nonmagical object (such
-diameter sphere of luminous ectoplasm—into one of its two alternate forms, or from one of those forms back into its true form. In object form, it can’t move or make attacks but otherwise retains
Gas Spore
Legacy
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Monsters
Monster Manual (2014)
","rollType":"damage","rollDamageType":"poison"} poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease.
Spores invade an
infected creature's system, killing the creature in a number of hours equal to 1d12;{"diceNotation":"1d12","rollType":"roll"} + the creature's Constitution score, unless the disease is removed. In half that
Monsters
Vecna: Eve of Ruin
, and the target’s speed is reduced by 10 feet until the serrated bolt is removed. A target’s speed can be reduced by only one serrated bolt at a time. A creature can use its action to
remove a serrated bolt lodged in itself or another creature within its reach; when the bolt is removed from a creature, that creature takes 5 (2d4);{"diceNotation":"2d4","rollType":"damage","rollAction
Monsters
Spelljammer: Adventures in Space
","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.Giant space hamsters are cute, plant-eating rodents as big as brown bears. They tend to avoid other creatures, especially threatening ones, but
they can be trained to serve as mounts and beasts of burden. Gnomes have tried to build spelljamming ships powered by giant space hamster wheels, so far without success.
Space Hamsters
Space
Vampire Warrior
Legacy
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Monsters
Monster Manual (2014)
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the
vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts
Monsters
Spelljammer: Adventures in Space
randomly) divides in half. When a plasmoid splits in two, one of the resulting creatures is the original, and the other is a physical duplicate that lacks the experience and knowledge of its parent.
A
Raise Dead
Legacy
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Spells
Basic Rules (2014)
, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell
.
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.






