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Returning 35 results for 'before blasting devising creature replaces'.
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Spells
Player’s Handbook
, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.
This spell closes all wounds
Magic Items
Forgotten Realms: Adventures in Faerûn
A wizard named Damara created this orb while devising a way to become a dragon. Aided by a mysterious magician (actually an aspect of Tiamat in disguise), Damara eventually created an Artifact that
Cone. When you do, choose Acid, Cold, Fire, Lightning, or Poison. Each creature in the Cone makes a DC 18 Dexterity saving throw, taking 6d6;{"diceNotation":"6d6", "rollType":"roll", "rollAction
Monsters
Baldur’s Gate: Descent into Avernus
. Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Trumpet of Blasting
, creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by the hollyphant:
Trumpet of Blasting
Equipment
This acorn-sized sphere of brass contains a small amount of blasting powder and a clockwork trigger. An explosive seed can be thrown up to 30 feet as an action, detonating on impact. Each creature
Magic Items
Planescape: Adventures in the Multiverse
longer than 6 seconds experienced by a creature of your choice within 30 feet of yourself, infusing the essence of that experience into the stone. This replaces any sensation already stored within the
This small, smooth stone contains the essence of a single experience.
As an action, you or a willing creature you designate can touch the stone and experience the sensation as if it happened to the
Equipment
the world have made great strides in helping those people deal with those injuries through Prosthetics.
When a creature with a Grievous Wound uses a Prosthetic, they ignore the penalties imposed by the
Grievous Wound while wearing a Prosthetic that replaces the lost or wounded body part.
Some Prosthetics can be enchanted with magic, giving them even further powers. Rules for Magical Prosthetics can be found in the Grim Hollow Campaign Guide.
True Resurrection
Legacy
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Spells
Basic Rules (2014)
its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all
Monsters
Van Richten’s Guide to Ravenloft
.
The Unbreakable Heart. The Unbreakable Heart is a nonmagical scientific wonder that replaces a creature’s heart. The device installs itself, connecting to a creature’s anatomy and
stitching itself into place if positioned in a cavity where the creature’s heart used to be. A creature with the device inside them is immune to disease, ceases to age, and does not die of old age
Equipment
This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity
saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
A character can bind multiple pouches of blasting powder together so they explode at the same
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Horn of Blasting Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away
. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as
Magic Items
Tasha’s Cauldron of Everything
tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).
Each tooth can only be used once. Track which teeth have been used. If a tooth’s
teeth implanted at one time equal to 1 + your Constitution modifier (minimum of 2 teeth total). If you try to implant more teeth, the newly implanted tooth replaces one of the previous teeth, determined
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn. Conceptopolis Horn of Blasting, Immovable Rod, Horn of Valhalla
Horn of Silent Alarm Wondrous Item, Common This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Blessed Strikes 8th-level cleric feature, which replaces the Divine Strike or Potent Spellcasting feature You are blessed with divine might in battle. When a creature takes damage from one of your
cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Horn of Blasting Wondrous Item, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a
DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
unborn child, yielding a cult champion who can wield special abilities; a cambion linked to Orcus replaces Fiendish Charm with Spawn of the Grave, and one linked to Baphomet replaces it with Horned
One’s Call. Horned One’s Call. When the cambion targets only one creature with the attacks of its Multiattack, it can choose one ally it can see within 30 feet. That ally can use its reaction to make one
Monsters
Fizban's Treasury of Dragons
following lair actions; the dragon turtle can’t take the same lair action two rounds in a row:
Blasting Current. A strong water current moves through the dragon turtle’s lair. Each creature
":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Steam Breath (Recharge 5
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to
touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Special Traits A cambion linked to a specific devil typically gains any special traits conferred to that devil’s cultists. Some devils grant a unique ability to their spawn that replaces the
Charm. Fury of the Nine. As a bonus action, the cambion chooses another creature that can see or hear it within 120 feet. That creature gains advantage on all attack rolls and saving throws for the next minute or until the cambion uses this ability again.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to
touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Blasting Wondrous Item, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a
DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Horn of Blasting Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away
. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Primal Awareness 3rd-level ranger feature, which replaces the Primeval Awareness feature You can focus your awareness through the interconnections of nature: you learn additional spells when you
Spells Ranger Level Spell 3rd speak with animals 5th beast sense 9th speak with plants 13th locate creature 17th commune with nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
criminals who stole a horn of blasting from a storm giant king. Helmdar completed his mission but was killed by Zikzokrishka and turned into an undead thrall to guard her lair. Treasure The horn of
blasting hangs across the giant’s back and is sized for a storm giant. However, it magically resizes to fit in the hands of whoever holds it. Storm Giant Skeleton Storm Giant Skeleton
Huge undead
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of those spells with spells from that list, as long as the new spell is of the same level as the spell it replaces. The customization options here will typically have no appreciable effect on the challenge rating of a creature that gains them.
Goblin
Legacy
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Species
Volo's Guide to Monsters
occasionally abused) pets.
Virtually any kind of creature that can be browbeaten into service might be found with a goblin tribe, but rats and wolves are nearly always present. Both have lived in concert
lucky if their only punishment is demotion to the pariah caste. Sometimes another creature assumes control of a goblin tribe, by killing or subjugating the current boss and cowing most of the rest of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Favored Foe 1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature When you hit a creature with an attack roll, you can call on your mystical bond
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Fruit of Restoration. One plant in your Greenhouse has three magical fruits growing on it. Any creature that eats one of these fruits gains the benefit of a Lesser Restoration spell. Fruits that
aren’t eaten within 24 hours of being picked lose their magic. The plant replaces all picked fruits daily at dawn, and it can’t be transplanted without killing it. Harvest Options. When you issue the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
scientific wonder that replaces a creature’s heart. The device installs itself, connecting to a creature’s anatomy and stitching itself into place if positioned in a cavity where the creature’s heart
used to be. A creature with the device inside them is immune to disease, ceases to age, and does not die of old age, though they can still die in other ways. The glowing device sheds light in a 10
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
result is an entity that is capable of devising and enacting the most clever strategies, paranoid at all times about threats to his rule (which certainly exist in the chaos of the Abyss), and
. He sees every living creature as a potential threat — and only those who debase themselves before him have a chance of escaping his wrath. His ultimate goal is to empty the multiverse of all other
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target
strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack. You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target must
strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack. You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
grants a ship an aura of dread. As an action, the ship can create a pulse of horrific energy. Every creature that is an enemy of the ship who is on board or within 210 feet of it must make DC 14
Wisdom saving throw. On a failed save, a creature is frightened of the ship for 1 minute. On a successful save, the creature is immune to this ability for 24 hours. Once this ability is used, it can’t be
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
area 10) are devising a means of escape using a set of superior mason’s tools hidden there, and that these tools can also weaken the eidolon in the Temple of Moloch (see area 25 in chapter 4). They also
small tasks whenever they sleep.
Creatures Under the command of Phenex (area 14), the girallon has been ordered to obey the sculptors as they work, but to not allow them to leave the tomb. The creature






