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Returning 35 results for 'before bow decaying causing rest'.
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Monsters
Monster Manual
":"Necrotic"} Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point
Sand. Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied
Magic Items
Dungeon Master’s Guide
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
Magic Items
Dungeon Master’s Guide
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest.
96-99
Monsters
Mordenkainen's Fiendish Folio Volume 1
it or a humanoid corpse is dragged close by, whereupon the pod burrows into the corpse's decaying flesh and sprouts ropey vines covered in long, sharp needles. The vines wrap around the corpse to animate it, causing it to rise and lurch about like a zombie.
Monsters
Waterdeep: Dragon Heist
":"damage","rollAction":"Oversized Longbow","rollDamageType":"piercing"} piercing damage.
Dreadful Aspect (Recharges after a Short or Long Rest). Ziraj exudes magical menace. Each enemy within 30 feet of
, ending the effect on itself on a success.Ziraj is a half-orc hunter who wields an oversized bow that shoots correspondingly large arrows. He is the Master of Assassination for the Black Network. If Ziraj
Monsters
Strixhaven: A Curriculum of Chaos
hit points. An affected creature’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if
; subjects. The professors use the gathered essence to feed their magic, snuffing the life and decaying the bodies of the living, entreating and commanding the dead and Undead, and twisting curses around
Monsters
Mordenkainen's Fiendish Folio Volume 1
dormant until a humanoid dies near it or a humanoid corpse is dragged close by, whereupon the pod burrows into the corpse's decaying flesh and sprouts ropey vines covered in long, sharp needles. The vines
wrap around the corpse to animate it, causing it to rise and lurch about like a zombie.
Invasive Species. When a great battle is fought in a fey woodland, the plants of the wood sometimes take on the
Oath of Devotion
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the
while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
Monsters
Mythic Odysseys of Theros
Short or Long Rest). The satyr fires an arrow that magically transforms into a flurry of missiles in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 17 (5d6
from a thornbearer's bow might rain down like a volley from a whole army.
While most satyrs are known for their high spirits, love of revels, and gregarious personalities, these outgoing people are
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
monsters
or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Ninth Life (Recharges after a Short or Long Rest). If the rakshasa would be reduced to
redirect magic, causing its foes to strike one another.
Vindictive and Vicious. Like their cousins, pygmy rakshasa are evil spirits embroiled in mortal, feline flesh. If killed on the Material Plane, a
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
attune to it. Once used, this power cannot be used again until you finish a Long Rest. (Everybody Dies at Turtle Bay)