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Returning 35 results for 'been blinding devours charge read'.
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Magic Items
Dungeon Master’s Guide
your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM’s control.
Eye of Vecna Spells
Spell
Charge Cost
Concentration required), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.
Hand of Vecna Spells
Spell
Charge Cost
Finger of Death
5
Blackrazor
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.
When it devours a soul, Blackrazor grants
reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter
While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t
Book of Exalted Deeds
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to
digest its contents and gain its benefits. Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read
Gem of Brightness
Legacy
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Magic Items
Basic Rules (2014)
bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another
function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a
Magic Items
Waterdeep: Dragon Heist
’s Helm. This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically
altered to sound genderless, and you are immune to magic that allows other creatures to read your thoughts, to determine whether you are lying, to know your alignment, or to know your creature type
Monsters
Spelljammer: Adventures in Space
choose to succeed instead.
Nebulous Thoughts. Magical attempts to read the dragon’s mind or glean its thoughts fail automatically.
Siege Monster. The dragon deals double damage to objects and
solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s blinding radiance. A star in which a solar dragon makes its lair
Monsters
Spelljammer: Adventures in Space
choose to succeed instead.
Nebulous Thoughts. Magical attempts to read the dragon’s mind or glean its thoughts fail automatically.
Siege Monster. The dragon deals double damage to objects and
A solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s blinding radiance. A star in which a solar dragon makes its lair
Magic Items
Eberron: Rising from the Last War
inside you, you can speak, read, and write Deep Speech.
Spells. The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15
): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information gleaned to the nearest daelkyr, or
Magic Items
Quests from the Infinite Staircase
following spells from it: Detect Evil and Good (1 charge), Fly (2 charges), or True Seeing (3 charges).
Sentience. Heretic is a sentient, chaotic evil weapon with an Intelligence of 17, a Wisdom of
17, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common and Giant, and it can communicate with its wielder telepathically
Eye and Hand of Vecna
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges
from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM’s control.
Properties of the Hand. Your alignment changes to
Monsters
Eberron: Rising from the Last War
Alien Mind. If a creature tries to read Belashyrra’s thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The
for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Blinding Ray. The target and each creature within 10 feet of it
Wand of Orcus
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill
(4 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn.
While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat
the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Brightness The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus
action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can
Magic Items
Waterdeep: Dragon Heist
radiant damage to the target.
Hurling. The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60
out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non
Magic Items
Baldur’s Gate: Descent into Avernus
Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and truesight out to a range of 120 feet.
The shield can speak, read, and understand Common and Infernal, and it can communicate
telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.
The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by
Blackrazor can be restored to life only by a wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
possessing the weapon. Read or paraphrase the following boxed text to the players: The translucent image of a woman in her thirties wearing plate armor and bearing a thin scar on her cheek appears before
you. As she points toward the hollyphant, Lulu’s eyes turn pure white. A whisper fills your ears and says, “I remember!” A wave of radiant energy erupts from Lulu’s body and in that blinding flash the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
identity without blinding you. While you wear the helm, your voice is magically altered to sound genderless, and you are immune to magic that allows other creatures to read your thoughts, to determine
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
for defeating evil. Book of Exalted Deeds The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance
can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can’t
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Battle Begins When the characters are ready, Darrett or a militia member guides them into line with the other Vogler troops. Read the following description: After much laughter and jostling, the
among several mounted soldiers. The mock Istarian troops assault the hill. Around you, the Vogler militia charges to meet them.
As the two groups charge, have each character make a Wisdom
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Purple Worm Attack As the altercation between the Ashen Heirs and the Brightguard comes to a head, read or paraphrase the following: Stone cracks and people scream as a massive, spiked worm erupts
to attack until it devours the devices (and likely the Ashen Heirs holding them) or it is slain. Map 11.1 depicts the area as the purple worm emerges. Stars mark the locations of Ashen Heirs. The
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Preparing for Battle When the characters and people of Vogler arrive at High Hill, read the following description: Passing through woods and fields, Vogler’s parade of militia members and reenactment
and calling for aid if someone gets hurt. To prepare for the battle, Mayor Raven calls out to those assembled, explaining the mercenaries will charge up the west side of the hill while the militia
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Claiming the Sword When the characters return to the Bleeding Citadel from Lulu’s memory of Idyllglen, read the following boxed text to the players: You stand before the dais, atop which glows the
attuning to the sword changes the character irrevocably (see the item’s description in Appendix C). When a character attunes to the sword, the citadel and the scab around it explode outward in blinding
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
17. Midden As the characters approach this area, a foul stench begins to rise. When the door is opened, read: The stench from the chamber beyond the door delivers a punch like an angered demigod. The
end of their move. If the check fails by 5 or more, the character slides 5 feet closer to the pit. Manipulating Time Having a mechanical guide spend 1 charge in this area causes a lizardfolk to appear
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech. Spells. The earworm has 4 charges. You can cast the following spells from it, expending the
necessary number of charges (spell save DC 15): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
spell from the eye, there is a 5 percent chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the
DM’s control. Eye of Vecna Spells Spell Charge Cost Clairvoyance 2 Crown of Madness 1 Disintegrate 4 Dominate Monster 5 Eyebite 4 X-ray Vision. You can take a Magic action to gain X-ray vision
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
sword, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: Detect Evil and Good (1 charge), Fly (2 charges), or True Seeing (3 charges). Sentience
. Heretic is a sentient, chaotic evil weapon with an Intelligence of 17, a Wisdom of 17, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate
Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM’s control. Eye and Hand of Vecna Properties of the Hand
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
23. Body Tanks If the characters have met Thessalar already, they recognize the bodies in the tank as the artificer. Adjust the following read-aloud text accordingly: This chamber holds a half-dozen
this area causes one clone per charge to gain sentience, awaken, and demand to be set free. If all four are awakened, Thessalar arrives to investigate.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
with weapons drawn and cannot be surprised. If the adventurers get a chance to hear the cultists talking, use the following read-aloud text to portray that conversation: A severely damaged ship leans
do more exciting work elsewhere. They might offer to kill the current leader and put the workers in charge, or they might come up with a totally different plan. Whatever the party’s tactics allow the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
characters come within sight of the elven tomb, read: The tracks lead to a large, circular indentation in a snowy hillside. Rising from the middle of this circle is a triangular gnomon of beautifully
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
6 (−2)
Senses passive Perception 11
Languages Druidic
Challenge 3 (700 XP)
Charge. If the moose moves at least 20 feet straight
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
two-headed creatures, and as a guard for the treasure vault (area 38). As the characters approach the entrance to this area, read: A deep voice cries out through the open doorway ahead, quickly
responded to by a second voice.
“So! You come to honor Emmanuel, right head of the Demogorgon!”
“No! You honor Hebediah, left head of Demogorgon!”
When the characters can see into this area, read: This
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
examined, read the following (from the original Tomb of Horrors): The walls are being painted with figures of animals, strange signs and glyphs, and humanoids posing with spheres of different colors
words that compel the girallon into service. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the girallon to leave. Roll a d4. On a 1–2, the girallon checks in with Moghadam in area 1. On a 3–4, it goes to see Phenex in area 14.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, read or paraphrase the following boxed text: This half of the broken ship is wide open. Lines with large hooks hang from the top of the inside, stretched from floor to ceiling and secured at either end
that is their charge. They dutifully maintain the stores here while they work to carve a passage through the coral, which is turning out to be more difficult than originally thought. The intent is to






