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Returning 35 results for 'been building deal corrupt replace'.
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Spells
Player’s Handbook
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one
), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for
Monsters
Forgotten Realms: Adventures in Faerûn
attacks. He can replace one attack with a use of Spellcasting to cast Blight or Ray of Sickness (level 6 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit
for his demise. He drew on the warped resurrection of dracoliches to become a lich himself. He continues to lead the Cult of the Dragon from the shadows, developing new ways to control and corrupt
Monsters
Forgotten Realms: Adventures in Faerûn
three attacks, using Corrosive Burst or Paralyzing Touch in any combination. He can replace two attacks with a use of Spellcasting.
Corrosive Burst. Melee or Ranged Attack Roll: +13;{"diceNotation
. He drew on the warped resurrection of dracoliches to become a lich himself. He continues to lead the Cult of the Dragon from the shadows, developing new ways to control and corrupt dragonkind
Monsters
Curse of Strahd
roots. It can replace one of these attacks with a rock attack.
Root. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Root"} to hit, reach 60 ft., one target. Hit: 30
attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.
Hut Interior. The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its
Monsters
Curse of Strahd
.
Exile. Rahadin was exiled for refusing to bow down to a dusk elf prince whom he considered weak and corrupt. When the dusk elves later declined to pay fealty to King Barov, Rahadin helped Barov
his attention to building Castle Ravenloft, Rahadin saw to it that wizards and artisans were brought to Barovia. Years later, Strahd appointed Rahadin his castle chamberlain. Rahadin was pleased to do
Monsters
Mordenkainen Presents: Monsters of the Multiverse
energy erupts from its frame to deal 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Psychic Engine", "rollDamageType":"psychic"} psychic damage to each creature within 5 feet of it
attacks and two Stomping Foot attacks. After one of the attacks, the duergar can move up to its speed without provoking opportunity attacks. It can replace one of the attacks with a use of Flame Jet.
Iron
Monsters
Lost Laboratory of Kwalish
of a Vorpal Sword. Shards of a vorpal sword once broken against the devil replace its claws. A successful DC 12 Intelligence (Arcana) or Wisdom (Perception) check identifies them as such. When the
devil rolls a 20 on an attack roll with a claw, the target is decapitated. (At your option, the attack can instead deal an extra 6d8;{"diceNotation":"6d8","rollType":"damage","rollAction":"Shards of a
Duergar Despot
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Psychic Engine
) checks that rely on sight.Multiattack. The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet.
Iron Fist. Melee Weapon
monsters
effects.
Two Heads. Demogorgon has Advantage on saving throws against being Blinded, Deafened, Stunned, or knocked Unconscious.Multiattack. Demogorgon makes two Tentacle attacks. He can replace one attack
destruction, seeking to corrupt all that is good and undermine order in the multiverse.
The demon lord is a meld of different forms. He has a saurian lower body and clawed, webbed feet; suckered
Magic Items
Tasha’s Cauldron of Everything
following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be
indifferent to you, unless you have damaged them. You also appear undead to all outward inspection and to spells used to determine the target’s status. The effect ends if you deal damage or force a creature to make a saving throw.
races
and avoid the same.
While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even
with a hag. You are the result of that arrangement.
2
Fey kidnappers swapped you and your parents’ child.
3
A coven of hags lost one of its members. You were created to replace the
races
Van Richten’s Guide to Ravenloft
and avoid the same.
While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even
with a hag. You are the result of that arrangement.
2
Fey kidnappers swapped you and your parents’ child.
3
A coven of hags lost one of its members. You were created to replace the
Magic Items
Tasha’s Cauldron of Everything
expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the evocation school.
When one creature you can see takes damage from an
evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra 2d6 force damage to the creature and knock the creature prone if it is Large or smaller.
swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
magic-items
swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
magic-items
swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
magic-items
swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d12 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d12 thunder damage on a hit, and can be heard up to 100
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d12 thunder damage on a hit, and can be heard up to 100
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d12 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.
Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.Multiattack. Demogorgon makes two Tentacle attacks. He can replace one attack
chaos, confusion, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss.
The demon lord is
monsters
Forgotten Realms: Adventures in Faerûn
in any combination. It can replace two attacks with a use of Spellcasting.
Slam. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Slam"}, reach 10 ft. Hit: 12 (3d4
through the accumulation of chardalyn from across Icewind Dale. Zlan’s affinity with chardalyn allows it to access information across the region and use chardalyn to corrupt those who could
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d12 thunder damage on a hit, and can be heard up to 100
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 2d8 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 2d8 thunder damage on a hit, and can be heard up to 100
Monsters
The Wild Beyond the Witchlight
Freezing Ray attacks. He can replace one of those attacks with a use of Spellcasting.
Staff of Power. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Staff of Power
to deal an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Staff of Power","rollDamageType":"force"} force damage.
Freezing Ray. Ranged Spell Attack: +8;{"diceNotation":"1d20+8
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 2d8 thunder damage on a hit, and can be heard up to 100
Monsters
Fizban's Treasury of Dragons
Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell
to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon’s clutches