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Returning 35 results for 'before becoming dice creating removed'.
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Magic Items
Dungeon Master’s Guide
Vecna the Archlich;Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
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
Icewind Dale: Rime of the Frostmaiden
can't regenerate, its heart can be safely removed from its remains, handled, and kept. An ice troll's heart, once removed, becomes a harmless Tiny object with AC 13, 4 hit points, and immunity to all
heart to mix with other alchemical ingredients, creating one potion of cold resistance;potion of resistance (cold). It takes 1 hour to create this potion.
Cold
Monsters
Mordenkainen Presents: Monsters of the Multiverse
start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an Undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. If it had 3 to
5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. (All three appear in the Monster Manual.) A devourer can imprison only one creature at a time.
Soul Rend (Recharge 6);{"diceNotation
Monsters
Waterdeep: Dungeon of the Mad Mage
, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.
Spellcasting. The mummy lord is a 10th-level spellcaster. Its spellcasting ability
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
Magic Items
Eberron: Rising from the Last War
armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement
to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Monsters
Strixhaven: A Curriculum of Chaos
;Supernatural Gifts” in the Dungeon Master’s Guide). As long as the creature has the blessing, it must expend and roll two of its Hit Dice whenever it finishes a long rest. It takes
creature dies if this effect reduces its hit point maximum to 0. The blessing can be removed only by a wish spell.Psychic
Spells
Xanathar's Guide to Everything
dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your
lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means
Monsters
Mordenkainen Presents: Monsters of the Multiverse
lesser creatures to help them carry out their missions, becoming the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil.
Deathlocks
The
the wicked methods of creating a deathlock and then subjugate it, acting as the deathlock’s patron.PoisonNecrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Magic Items
Bigby Presents: Glory of the Giants
rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the
150 feet of you. The target can then immediately spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your Wisdom modifier (minimum of +1).
If the
Monsters
Van Richten’s Guide to Ravenloft
fear into innocents across lands and over ages.
Creating a Relentless Killer
Relentless killers come into being and undertake their terrifying sprees for a spectrum of reasons. When creating a
relentless killer, consider what circumstances led to their transformation and signature methods. Roll or choose options from the Relentless Origins and Relentless Methods tables when creating your own
Monsters
Van Richten’s Guide to Ravenloft
is washed away in a tide of gore and rage. These killers’ grisly work swiftly becomes the stuff of legends,striking fear into innocents across lands and over ages.
Creating a Relentless Killer
Relentless killers come into being and undertake their terrifying sprees for a spectrum of reasons. When creating a relentless killer, consider what circumstances led to their transformation and
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.
Spellcasting. The mummy lord is a 10th-level spellcaster. Its spellcasting ability
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
Monsters
Icewind Dale: Rime of the Frostmaiden
while becoming able to speak Deep Speech and Undercommon. It retains fragmented memories of its previous life and previous alignment, not to mention a propensity for invention.
Laser Pistol. A gnome
the weapon to fire 50 shots. After its last shot is expended, the device becomes inoperable. The energy cell can’t be removed without destroying the weapon.
Monsters
Tyranny of Dragons
points and becoming active again. The new body appears within 5 feet of Diderius’s heart.
Spellcasting. Diderius is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell
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
classes
Basic Rules (2014)
the closeknit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Creating a Barbarian
When creating a barbarian
violated, or a coup that removed you from a position of authority.
QUICK BUILD
You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength
races
Dungeon Master’s Guide (2014)
This aasimar variant originally appeared in the Dungeon Master's Guide as an example for creating your own races.
Whereas tieflings have fiendish blood in their veins, aasimar are the descendants of
goodness on the Material Plane without drawing undue attention to their celestial heritage. They strive to fit into society, although they usually rise to the top, becoming revered leaders and honorable heroes.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
−5, the object is destroyed. The penalty on an object can be removed by the mending spell.
Spellcasting. Juiblex casts one of the following spells, requiring no material components and using Wisdom
, creating one or more of the following effects:
Acidic Water. Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them.
Corrupted
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Liches who follow Acererak’s path believe that by becoming free of their bodies, they can continue
its existence.
Few liches seek to become demiliches, for it means an end to the existence they hoped to preserve by becoming undead. However, time can erode the lich’s reason and memory, causing
Monsters
Candlekeep Mysteries
, regaining all her hit points and becoming active again.
Spellcasting. Valin Sarnaster is a 10th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9;{"diceNotation":"1d20+9
lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Valin targets one creature she can see within 60 feet of her. If the target can see Valin, it must succeed on a DC 16
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
involuntarily. If it’s a Two-Handed weapon, only one of your hands is bound to the weapon.
Drain Life. When you hit a creature with this weapon, you can choose to expend one Hit Point Dice;Hit
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
involuntarily. If it’s a Two-Handed weapon, only one of your hands is bound to the weapon.
Drain Life. When you hit a creature with this weapon, you can choose to expend one Hit Point Dice;Hit
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
involuntarily. If it’s a Two-Handed weapon, only one of your hands is bound to the weapon.
Drain Life. When you hit a creature with this weapon, you can choose to expend one Hit Point Dice;Hit
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
involuntarily. If it’s a Two-Handed weapon, only one of your hands is bound to the weapon.
Drain Life. When you hit a creature with this weapon, you can choose to expend one Hit Point Dice;Hit
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
involuntarily. If it’s a Two-Handed weapon, only one of your hands is bound to the weapon.
Drain Life. When you hit a creature with this weapon, you can choose to expend one Hit Point Dice;Hit
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
involuntarily. If it’s a Two-Handed weapon, only one of your hands is bound to the weapon.
Drain Life. When you hit a creature with this weapon, you can choose to expend one Hit Point Dice;Hit
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
involuntarily. If it’s a Two-Handed weapon, only one of your hands is bound to the weapon.
Drain Life. When you hit a creature with this weapon, you can choose to expend one Hit Point Dice;Hit
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
involuntarily. If it’s a Two-Handed weapon, only one of your hands is bound to the weapon.
Drain Life. When you hit a creature with this weapon, you can choose to expend one Hit Point Dice;Hit
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
involuntarily. If it’s a Two-Handed weapon, only one of your hands is bound to the weapon.
Drain Life. When you hit a creature with this weapon, you can choose to expend one Hit Point Dice;Hit
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
involuntarily. If it’s a Two-Handed weapon, only one of your hands is bound to the weapon.
Drain Life. When you hit a creature with this weapon, you can choose to expend one Hit Point Dice;Hit
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
involuntarily. If it’s a Two-Handed weapon, only one of your hands is bound to the weapon.
Drain Life. When you hit a creature with this weapon, you can choose to expend one Hit Point Dice;Hit
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
involuntarily. If it’s a Two-Handed weapon, only one of your hands is bound to the weapon.
Drain Life. When you hit a creature with this weapon, you can choose to expend one Hit Point Dice;Hit
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
involuntarily. If it’s a Two-Handed weapon, only one of your hands is bound to the weapon.
Drain Life. When you hit a creature with this weapon, you can choose to expend one Hit Point Dice;Hit
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
involuntarily. If it’s a Two-Handed weapon, only one of your hands is bound to the weapon.
Drain Life. When you hit a creature with this weapon, you can choose to expend one Hit Point Dice;Hit
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
involuntarily. If it’s a Two-Handed weapon, only one of your hands is bound to the weapon.
Drain Life. When you hit a creature with this weapon, you can choose to expend one Hit Point Dice;Hit