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Returning 35 results for 'before blade devil cast removed'.
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Monsters
Monster Manual
.
Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti
can understand. If the efreeti casts the spell for the creature, the efreeti suffers none of the spell’s stress. Once the efreeti has cast it three times, the efreeti can’t do so again
Monsters
Monster Manual
. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can
understand. If the djinni casts the spell for the creature, the djinni suffers none of the spell’s stress. Once the djinni has cast it three times, the djinni can’t do so again for 365
Monsters
Monster Manual
three Dread Blade attacks.
Dread Blade. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Dread Blade"}, reach 5 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5
", "rollType":"damage", "rollAction":"Dread Blade", "rollDamageType":"Slashing"} Slashing damage plus 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Dread Blade", "rollDamageType
Magic Items
Dungeon Master’s Guide
While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
Spells
Player’s Handbook
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
.
Fiendish Spirit
Large Fiend, Neutral
AC 12 + the spell’s level
HP 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6
Speed 40 ft.; Climb 40 ft
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
you draw the card or at any other time before you die.
Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you
Spells
Player’s Handbook
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
number of Fey Blade attacks equal to half this spell’s level (round down).
Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell’s level
Magic Items
Dungeon Master’s Guide
particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars
Magic Items
Dungeon Master’s Guide
blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes
detrimental property
Spells. While the sword is on your person, you can cast the following spells (save DC 18) from it:
Call Lightning
Divine Word
Finger of Death
Once you use the sword to
Magic Items
Dungeon Master’s Guide
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on
the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using
Magic Items
Dungeon Master’s Guide
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
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
Magic Items
Dungeon Master’s Guide
, after which it returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle
is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.
10
The efreeti understands your languages and can cast Wish once for you. It disappears when it grants the wish or after 1 hour, and the bottle loses its magic.
Spells
Player’s Handbook
cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
and other objects created by this spell dissipate into smoke if removed from it.
A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and
Magic Items
Dungeon Master’s Guide
This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic
.
Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage.
Spells. You can cast one of the following spells (save DC 18), using one of the helm’s gems of the
Monsters
Astarion's Book of Hungers
Advantage on saving throws against spells and other magical effects.Multiattack. The devil makes two attacks, using Infernal Blade or Confounding Ray in any combination.
Infernal Blade. Melee Attack
Diabolic Ward. Attack rolls against the devil have Disadvantage. If the devil makes an attack roll, this trait is suppressed until the start of its next turn.
Diabolical Restoration. If the devil
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
Magic Items
Stranger Things: Welcome to the Hellfire Club
. The effect ends early if the hat is removed, or immediately after you make an attack roll, deal damage, or cast a spell.
Monsters
Forgotten Realms: Adventures in Faerûn
Resistance. Sammaster has Advantage on saving throws against spells and other magical effects.
Soul Gem. Sammaster has a magical soul gem as his dracolich heart. The gem can’t be damaged or removed
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
Monsters
Forgotten Realms: Adventures in Faerûn
three attacks, using Eldritch Burst or Paralyzing Touch in any combination. She can replace two attacks with a use of Spellcasting to cast Lightning Bolt (level 5 version).
Eldritch Burst. Melee or
about forming allies of convenience, and she’s worked with Szass Tam and his Red Wizards of Thay, the Arcane Brotherhood of Luskan, devil cultists, and more.
Although Valindra has the sunken
Monsters
Forgotten Realms: Adventures in Faerûn
, Wall of Force
1/Day Each: Befuddlement, Clone, Finger of Death, Mind Blank (cast before combat), SimulacrumProtective Magic. Manshoon casts Counterspell or Shield in response to the spell’s
knowledge of an even older version of himself. One of Manshoon’s enemies, Halaster Blackcloak, removed Manshoon’s left arm at the elbow. Manshoon now uses a mechanical prosthetic arm
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
Magic Items
Baldur’s Gate: Descent into Avernus
sword against that devil.
Infernal Recall. As an action, you can use the sword to cast word of recall. Creatures transported by this spell appear in an unoccupied space within 30 feet of the current
Magic Weapon. The Blade of Avernus is a magic weapon that functions as a vorpal sword.
Random Properties. The sword has the following randomly determined properties, as described in chapter 7 of the
Flame Blade
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Spells
Basic Rules (2014)
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade
again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot
Monsters
Lost Laboratory of Kwalish
decide that the target is too large for its head to be cut off by the devil’s claws. If removed, the shards lose their magical powers.
Local Teleportation-Field Bracelets. Local teleportation
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
Blade of Disaster
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Spells
Icewind Dale: Rime of the Frostmaiden
You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell
attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the
Species
Sword Coast Adventurer's Guide
character, although Devil’s Tongue, Hellfire, and Winged are mutually exclusive.
Appearance. Your tiefling might not look like other tieflings. Rather than having the physical
; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Magic Items
Baldur’s Gate: Descent into Avernus
), which affects devils only. (The spell fails and the charge is wasted if you target any creature that’s not a devil.) If a devil can see you when you cast this spell on it, the devil knows you
addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils
Pit Fiend (Summoner Variant)
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Monsters
Monster Manual (2014)
ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: hold monster, wall of
+ 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
Spells
Xanathar's Guide to Everything
Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil
. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.
The devil is unfriendly toward you and your companions
Species
Sword Coast Adventurer's Guide
tiefling character, although Devil’s Tongue, Hellfire, and Winged are mutually exclusive.
Feral. Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait
, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Monsters
Baldur’s Gate: Descent into Avernus
spellcasting ability is Charisma (spell save DC 23). Bel can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: dispel magic, hold monster
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
Princes of the Apocalypse
","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): blade ward, gust
,* light, prestidigitation, shocking grasp
1st level (4 slots): feather fall, shield, witch bolt
2nd level (3 slots): dust devil,* gust of wind
3rd level (2 slots): gaseous formMultiattack. The priest
Night Hag
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Monsters
Basic Rules (2014)
). She can innately cast the following spells, requiring no material components:
At will: detect magic, magic missile
2/day each: plane shift (self only), ray of enfeeblement, sleep
Magic
). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic
Magic Items
Infernal Machine Rebuild
version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The blade always appears ruined and rusting, and causes its
surroundings to appear reflected in the blade as if in a state of decay.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack
Monsters
Planescape: Adventures in the Multiverse
Resistance. The kolyarut has advantage on saving throws against spells and other magical effects.Multiattack. The kolyarut makes four Unerring Blade attacks.
Unerring Blade. Melee Weapon Attack
: automatic hit, reach 5 ft., one target. Hit: 24 force damage plus one of the following effects (choose one or roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Unerring Blade"}):
1&ndash






