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Returning 35 results for 'before being devil check remains'.
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before being deal check remains
Spells
Player’s Handbook
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can take a Study action to try
to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.
When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Monsters
Monster Manual
creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied.
The golem’s creator, if
within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases
Magic Items
Dungeon Master’s Guide
on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to
the following table (see the Monster Manual for the creature’s stat block).
1d100
Contents
0-50
No creature
51
Arcanaloth
52-54
Bone Devil
55-56
Cambion
57
Magic Items
Dungeon Master’s Guide
within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was under
another creature’s control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line.
While in control of the sphere, you can take a
Spells
Player’s Handbook
occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion
creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the
Magic Items
Dungeon Master’s Guide
slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
Spells
Player’s Handbook
Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave
separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until
Magic Items
Dungeon Master’s Guide
remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book
by any means while your soul remains imprisoned.
Adjusted Ability Scores. One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to
Magic Items
Dungeon Master’s Guide
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar
Magic Items
Netheril’s Fall
enough for the magen to move to and attack, the magen attacks an object. The magen remains berserk until it disappears, or until a creature holding the handbell takes an Influence action and succeeds on a DC 15 Charisma (Persuasion) check to regain control of the magen.
Magic Items
Forgotten Realms: Heroes of Faerûn
Utilize action each turn.
Once wound, a Mechanical Wonder remains activated for the duration specified in the wonder’s description below.
Domestic Wonder (Uncommon). This bipedal wonder is
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
Horned Devil (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
of summoning one horned devil.
A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.Multiattack. The devil
Bearded Devil (Summoner Variant)
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Monsters
Monster Manual (2014)
":"Glaive"}. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Summon Devil (1/Day). The
devil.
A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its
Spells
Xanathar's Guide to Everything
, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check
fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your
Barbed Devil (Summoner Variant)
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Monsters
Monster Manual (2014)
"} chance of summoning one barbed devil.
A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains
Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Barbed Hide","rollDamageType":"piercing"} piercing damage to
Erinyes (Summoner Variant)
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Monsters
Monster Manual (2014)
poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.
Summon Devil (1/Day). The devil chooses what to summon and attempts a magical summoning.
An erinyes
has a 50 percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Summon Devil"} chance of summoning 3d6;{"diceNotation":"3d6","rollType":"roll"} spined devil;spined devils, 1d6;{"diceNotation
Bone Devil (Summoner Variant)
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Monsters
Monster Manual (2014)
bone devil.
A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.Multiattack. The devil
Bearded Devil
Legacy
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Monsters
Basic Rules (2014)
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Steadfast. The devil
can't be frightened while it can see an allied creature within 30 feet of it.Multiattack. The devil makes two attacks: one with its beard and one with its glaive.
Beard. Melee Weapon Attack: +5
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’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Shards
Horned Devil
Legacy
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Monsters
Basic Rules (2014)
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.Multiattack. The devil
","rollType":"roll","rollAction":"Tail"} hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound
Ice Devil (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.Multiattack. The devil
damage.
Wall of Ice (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Wall of Ice"}. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
appear in the Monster Manual). A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can’t summon other devils. It remains for 1 minute
Devil’s Sight. Magical darkness doesn’t impede the amnizu’s darkvision.
Magic Resistance. The amnizu has advantage on saving throws against spells and other magical
Pit Fiend (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
no chance of failure.
A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute
+ 8);{"diceNotation":"3d10+8","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Summon Devil (1/Day). The devil chooses what to summon and attempts a magical
Monsters
Baldur’s Gate: Descent into Avernus
summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it as an action.From his bastion, Zariel’s second-in-command and the former lord of Avernus
the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute.
Summon Ice Devil (Costs 3 Actions). Bel magically summons an Ice Devil (Spear Variant
Monsters
Waterdeep: Dragon Heist
. He becomes visible early immediately after he attacks or casts a spell.
Summon Devil (Recharges after 9 Days). Victoro summons a barbed devil. The devil appears in an unoccupied space within 30 feet of
Victoro, acts as Victoro's ally, and can't summon other devils. It remains for 1 minute, until it or Victoro dies, or until Victoro dismisses it as an action.Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
appear in the Monster Manual). A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can’t summon other devils. It remains for 1 minute
Devil’s Sight. Magical darkness doesn’t impede the amnizu’s darkvision.
Magic Resistance. The amnizu has advantage on saving throws against spells and other magical
Amnizu (Summoner Variant)
Legacy
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Monsters
Mordenkainen’s Tome of Foes
sensed, experienced, and learned during the last 5 hours.
Summon Devil (1/Day). The amnizu summons 2d4;{"diceNotation":"2d4","rollType":"roll","rollAction":"Summon Devil"} bearded devil;bearded
devils or 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Summon Devil"} barbed devil;barbed devils. A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally
Iron Flask
Legacy
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Magic Items
Basic Rules (2014)
throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't
)
87-88
Night hag
63-64
Demon (type 4)
89-90
Nycaloth
65
Demon (type 5)
91
Planetar
66
Demon (type 6)
92-93
Salamander
67
Deva
94-95
Slaad (any)
68-69
Devil
Maze
Legacy
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Spells
Basic Rules (2014)
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can use its action to attempt to
escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).
When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Roper
Legacy
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Monsters
Basic Rules (2014)
False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils. The roper can have up to six tendrils at a time
. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings
Vine Blight
Legacy
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Monsters
Monster Manual (2014)
False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines.Constrict. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction
creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.
Scroll of Protection
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
within the cylinder.
The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends
.
A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
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
Monsters
Tomb of Annihilation
False Appearance. While the assassin vine remains motionless, it is indistinguishable from a normal plant.Constrict. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.Cold, Fire
Cloaker
Legacy
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Monsters
Basic Rules (2014)
Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.
False Appearance. While the cloaker remains
creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.
Tail. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction






