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Returning 35 results for 'before back dust check remove'.
Monsters
Monster Manual
15 Intelligence saving throw or that action is wasted. The cursed target can take a Study action to make a DC 15 Intelligence check, solving the riddle and ending the curse on a success. The curse ends
DC 15):
At Will: Detect Magic, Identify, Prestidigitation1/Day Each: Locate Object, Remove CursePsychicNecrotic, Radiant
Magic Items
Dungeon Master’s Guide
staff and turn the spell back on its caster as if you had cast the spell.
Resist Enchantment. If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save
into a successful one. You can’t use this property of the staff again until the next dawn.
Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.
Magic Items
Dungeon Master’s Guide
, the scroll is unintelligible. Casting Fireball by reading the scroll requires it’s normal casting time. Once cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn&rsquo
;t lost.
If Fireball is on your spell list but of a higher level than you can normally cast, you make a DC 13 ability check using your spellcasting ability to determine whether you cast the spell. On
Magic Items
Dungeon Master’s Guide
interdimensional portal.
You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.
Magic Items
Dungeon Master’s Guide
, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted
, the scroll isn’t lost.
If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you
Monsters
Monster Manual
Advantage on saving throws against spells and other magical effects.
Spider Climb. The yochlol can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web
-Shift. The yochlol shape-shifting;shape-shifts into a Medium Humanoid or a Medium spider or back into its true form. Its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check
Magic Items
Dungeon Master’s Guide
This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the
the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table
Magic Items
Dungeon Master’s Guide
cast that spell again from it until the next dawn.
Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as
lore about demons. When you do so, you have Advantage on that check.
At the DM’s discretion, the book might reveal secrets no mortal should know, such as the true names of powerful Fiends
Magic Items
Dungeon Master’s Guide
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
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
Heroes of the Borderlands
Jacko’s appearance can make a DC 13 Intelligence (Investigation) check, discerning his disguise on a successful check.Multiattack. Jacko makes two Poison Dagger attacks.
Poison Dagger. Melee or
customers parrot his cheesy slogan: “Jacko always has your back-o.”Cunning Action. Jacko takes the Dash, Disengage, or Hide action.
Monsters
Forgotten Realms: Adventures in Faerûn
Spider Climb (Hybrid or Spider Form Only). The aranea can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web Walker. The aranea ignores movement
humanoid-spider hybrid form, or back into its true spider form. Its game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn’t transformed.
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
check it makes with a Musical Instrument or Tinker's Tools.
Sprint. The wonder takes the Dash action.
Gyrocopter Wonder (Rare). This wagon-sized vehicle is made of brassy metal and has a spiral-shaped
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
Magic Items
Ghosts of Saltmarsh
This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The
stone can’t be used this way again until the next dawn.
Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you
Mummy
Legacy
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Monsters
Basic Rules (2014)
hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful
Monsters
Fizban's Treasury of Dragons
succeed on a DC 18 Intelligence (Investigation) check to discern that the scarab is animate.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"} to hit
metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair’s draconic owner to sense intruders’ location as they move about the
Magic Items
Candlekeep Mysteries
completing this study, you must make a DC 25 Intelligence (Arcana) check. If this check fails, you take 16d10 psychic damage, and you can attempt the check again after another 30 days of concentrated
study.
When you succeed on the check, you gain the following benefits:
Your Intelligence score increases by 2, to a maximum of 22. Once you gain this benefit, you can’t use this scroll to
Gray Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it
cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of
Death Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it
presence, can be worded to acquire the gem.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem
Green Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it
to acquire the gem.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated
Monsters
Fizban's Treasury of Dragons
succeed on a DC 18 Intelligence (Investigation) check to discern that the swarm is animate.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through
produce a glittering metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair’s draconic owner to sense intruders’ location as
Blue Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10
remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10
Adult Blue Dragon
Legacy
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Monsters
Basic Rules (2014)
of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack
unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
A cloud of sand swirls about in a 20-foot-radius sphere centered on a
Equipment
creature’s hit point maximum to 0, the creature dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or similar magic.
Ancient Blue Dragon
Legacy
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Monsters
Basic Rules (2014)
end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail
unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
A cloud of sand swirls about in a 20-foot-radius sphere centered on
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy lord targets one creature it can see within 60 feet
spent legendary actions at the start of its turn.
Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.
Blinding Dust. Blinding dust and sand swirls magically
Monsters
Tyranny of Dragons
dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Diderius targets one creature he can see within 60 feet of him. If the target
the start of his turn.
Attack. Diderius makes one attack with his rotting fist or uses his Dreadful Glare.
Blinding Dust. Blinding dust and sand swirls magically around the Diderius. Each creature
Monsters
Adventure Atlas: The Mortuary
", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At-will: detect evil and good, mage armor (self only), mage hand
2/day each: protection from evil and good, remove curse
, speak with dead
1/day each: banishment, dispel evil and goodDauntless in the face of death, exorcists in the Heralds of Dust cleanse hapless creatures and resting places haunted by ghost;ghosts, specter
Dimensional Shackles
Legacy
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Magic Items
Basic Rules (2014)
through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Monsters
Storm King's Thunder
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Change Shape. Iymrith magically polymorphs into a female storm giant or back into her true form
regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The
Monsters
Waterdeep: Dungeon of the Mad Mage
check, and the creature making the attempt takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType":"acid"} acid damage.
The cube can hold up to nine Large creatures or up to thirty-six
Medium or smaller creatures inside it at a time. When the cube shrinks back to normal size, any creatures that it can no longer contain are expelled into unoccupied spaces around it.
Transparent. Even
Monsters
Acquisitions Incorporated
Hand) check can remove a disk, causing one head to power down and preventing it from making attacks. If the dragon head is disabled, the creature loses its Fire Breath. If the goat head is disabled
Mechachimera. In addition to defeating the construct in combat, characters can pull out its charged disks to hinder its attacks. With a successful DC 12 Wisdom (Perception) check, any character
Gelatinous Cube
Legacy
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Monsters
Basic Rules (2014)
check, and the creature making the attempt takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType":"acid"} acid damage.
The cube can hold only one Large creature or up to four Medium
or smaller creatures inside it at a time.
Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked






