Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before beast dawn creating remove'.
Other Suggestions:
before beast down creating remove
before beast drawn creating remove
before beast dark creating remove
before beast down creation remote
before beast draw creation remote
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.
Monsters
Monster Manual
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
, and no Concentration or Temporary Hit Points required to maintain the spell)1/Day Each: Commune, Raise DeadRadiantDivine Aid (2/Day). The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Magic Items
Dungeon Master’s Guide
at dawn.
Coven Sensor. The Hag Eye is usually entrusted to a hag’s minion for safekeeping and transport. As a Magic action, a hag who belongs to the coven that created the Hag Eye can see what
simultaneously.
Creating a Hag Eye. Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another wearable item. A hag coven can have only
Magic Items
Dungeon Master’s Guide
attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can’t do so again until the next dawn
.
Cube of Summoning
1d6
Spell
1
Summon Aberration
2
Summon Beast
3
Summon Construct
4
Summon Dragon
5
Summon Elemental
6
Summon Fey
Magic Items
Dungeon Master’s Guide
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
holding Wave, you can cast the level 9 version of Globe of Invulnerability from it. Once used, this property can’t be used again until the next dawn.
Sentience. Wave is a sentient weapon of
Magic Items
Dungeon Master’s Guide
While you’re wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a
Magic action to repeat the command word. This property of the armor can’t be used again until the next dawn.
Magic Items
Dungeon Master’s Guide
cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
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
Magic Items
Dungeon Master’s Guide
again until the next dawn.
Only you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased.
Vecna watches anyone using this tome and can write cryptic messages in it. These messages typically fade away after they are read.
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
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
Monsters
Forgotten Realms: Adventures in Faerûn
;s lair is changed by its presence, creating the following effects:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can
-shifts into a Small or Medium Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Forgotten Realms: Adventures in Faerûn
dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Shapechange (Beast or Humanoid form
empires.
The region containing an adult or ancient spirit dragon’s lair is changed by its presence, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of the lair have
Monsters
Astarion's Book of Hungers
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
serve the vampire’s will. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.
Drained Essence. Grasping shadows within 1 mile of the lair
Monsters
Forgotten Realms: Adventures in Faerûn
presence, creating the following effects:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by
Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Forgotten Realms: Adventures in Faerûn
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Thunderwave (level 2 version)
1/Day Each
containing an adult or ancient spirit dragon’s lair is changed by its presence, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of the lair have Advantage on Charisma
Magic Items
Forgotten Realms: Adventures in Faerûn
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
verbal orders. Once you use the crown to cast this spell, you can't cast it again from the crown until the next dawn.
Teleportation. While wearing the crown, you can cast the Teleport spell. The crown
Vargouille
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so
undoes the changes made to the target by the curse.
Stunning Shriek. The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom
Equipment
affected by the polymorph spell. The creature’s new form is a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This transformation lasts until the end of the
target’s next long rest. This effect is not subject to dispel magic or remove curse, but a greater restoration spell restores the creature to its original form.
Monsters
Candlekeep Mysteries
charges daily at dawn and glows again once it has 1 or more charges.
The golem attacks anyone who tries to remove the sapphire, which is worth 25,000 gp.
Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
charges are expended, but it regains 1d3 expended charges daily at dawn and glows again once it has 1 or more charges.Stone golems are magical constructs cut and chiseled from stone to appear as tall
Monsters
The Wild Beyond the Witchlight
will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day: awaken (as an action), plane shift (self only)Skabatha is the oldest member of the
eyelashes. Underneath her makeup, her flesh is textured like rotten bark and infested with wood lice and fungus. The windup key sticking out of her back is a part of her body and no easier to remove than one
Magic Items
Infernal Machine Rebuild
This fine leather bridle tugs at the hand when first held, as though it longs to reach out for a beast nearby. When you hold one end of the bridle, you can use an action to speak its command word
, causing the other end to lash out at a beast you can see within 20 feet of you. The target must succeed on a DC 17 Charisma saving throw or have the bridle tie itself around its neck, then fall under
Monsters
Tomb of Annihilation
, it can’t be used again until the next dawn.
Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but the spell targets only spiders that are beasts. Once
this property is used, it can’t be used again until the next dawn.
Multiattack. Artus makes three attacks with Bookmark or his longbow.
Bookmark (+3 Dagger). Melee Weapon Attack: +8
Magic Items
Tomb of Annihilation
This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.
Monsters
Icewind Dale: Rime of the Frostmaiden
"} expended charges daily at dawn. If the wand’s last charge is expended, roll a d20; on a 1, the wand crumbles into ashes and is destroyed.Vellynne Harpell is a member of the prestigious Harpell
of a beast.
Spellbook. Vellynne’s spellbook has black leather covers around pages of ragged parchment, all wrapped in a crimson sash. The necromancer’s personal sigil is written in goat
Yeenoghu
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
5 or more, the target falls prone.
Savage (Costs 2 Actions). Yeenoghu makes a bite attack against each creature within 10 feet of him.The Beast of Butchery appears as a great battle-scarred gnoll
. Those that ate of great Yeenoghu’s kills became gnoll;gnolls, emulating their master’s ways. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect
Monsters
Mordenkainen Presents: Monsters of the Multiverse
a separate Bite attack against each creature within 10 feet of him.The Beast of Butchery appears as a great scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are
others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunching over and filing their teeth down to points.
Yeenoghu wants nothing more than slaughter and senseless
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. These desert creatures range across arid lands, hunting at dawn and dusk. In the hours between, they wait
powerful hunter, such as a blue dragon, they carefully weigh whether to serve the superior hunter, move on, or fight to the death to remove it as competition.
Tlincallis rarely build cities, make
Plate Armor of Etherealness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.
Monsters
The Wild Beyond the Witchlight
can also cause the blade to gleam with holy light. If he does so, the target is blinded until the start of Strongheart’s next turn.
Revivify (Recharges at the Next Dawn). While holding Steel
, protection from evil and good
1/day each: lesser restoration, remove curse, zone of truthProtect Another. When a creature Strongheart can see attacks another creature that is within 5 feet of him
Magic Items
The Book of Many Things
bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack
start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is used, it can’t be used again until the next dawn.
Magic Items
The Book of Many Things
You gain a +3 bonus to attack and damage rolls made with this magic sword.
This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a
different plane of existence from the one you’re on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10
Monsters
The Wild Beyond the Witchlight
charges"} expended charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last charge expended"}; on a 1, the staff becomes a nonmagical
save DC 14):
At will: light, mage hand, prestidigitation
1/day each: dominate beast, fly, mirror image, webArcane Defense (3/Day). When he is hit by an attack, Kelek protects himself with an invisible
Magic Items
The Book of Many Things
This magic hammer has 3 charges. As a bonus action, you can expend 1 charge and slam this hammer on the ground, creating a 15-foot-radius circle of glowing runes centered on the point of impact
create another rune circle, or when you dismiss the rune circle as a bonus action. This hammer regains 1d3 expended charges daily at dawn.
Monsters
The Wild Beyond the Witchlight
as the spellcasting ability (spell save DC 14):
At will: detect magic
2/day each: create food and water, polymorph, remove curse
1/day: plane shift (self only)Younger than Skabatha and older than
company, but one hag will occasionally visit another to plot against the third sister, creating a vicious circle in which Bavlorna and Endelyn plot against Skabatha, Endelyn and Skabatha conspire
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is
"}. The vargouille shrieks. Each Humanoid and Beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened of the vargouille until the end of the






