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Returning 35 results for 'blasting beast dies charge remove'.
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Monsters
Monster Manual
Exalted Restoration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.
Magic Resistance
components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell
Magic Items
Dungeon Master’s Guide
This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.
Magic Items
Dungeon Master’s Guide
This belt pouch appears empty and has 10 charges. While holding the pouch, you can take a Magic action to expend 1 charge, name any nonmagical food seasoning (such as salt, pepper, saffron, or
cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Monsters
Monster Manual
Divine Awareness. The planetar knows if it hears a lie.
Exalted Restoration. If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all
DeadRadiantDivine Aid (2/Day). The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
Divine Awareness. The solar knows if it hears a lie.
Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit
. Failure: If the creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6);{"diceNotation":"4d8+6", "rollType":"damage", "rollAction":"Slaying Bow", "rollDamageType":"Piercing
Magic Items
Dungeon Master’s Guide
regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 20) from it on a Beast that has a Swim Speed.
Globe of Invulnerability. While
Magic Items
Dungeon Master’s Guide
) for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.
Giant Fly
Large Beast, Unaligned
AC 11 Initiative +1 (11)
HP 19
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
Magic Items
Dungeon Master’s Guide
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
from it (save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Animate Dead
1
Blight
2
Circle of Death
3
Finger of
Monsters
Forgotten Realms: Adventures in Faerûn
Amphibious (Sea Form Only). The beast breathes air and water.
Divine Immortality. If the beast dies, its body dissolves into black goo, and it gains a new body after 1d10;{"diceNotation":"1d10
start of its turn. If the beast takes Radiant damage or damage from a Critical Hit, this trait doesn’t function at the start of the beast’s next turn. The beast dies only if it starts its
Monsters
Forgotten Realms: Adventures in Faerûn
Material components and using Wisdom as the spellcasting ability (spell save DC 13):
At Will: Druidcraft, Speak with Animals (swan form only)
1/Day Each: Animal Friendship, Beast Sense, Spike
along well with dryads and other creatures devoted to protecting the wilderness.
Roll or choose a result from the Swanmay’s Charge table as inspiration for what a swanmay protects.
Swanmay
Monsters
Forgotten Realms: Adventures in Faerûn
presence of any creature that eats this enhanced vegetation.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Poison, PsychicShape-Shift. The dragon Shape-Shifting;shape
-shifts into a Small or Medium Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Forgotten Realms: Adventures in Faerûn
dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Shapechange (Beast or Humanoid form
Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Thunderwave (level 2 version)
1/Day Each
Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Necrotic
Monsters
Forgotten Realms: Adventures in Faerûn
eats this enhanced vegetation.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Poison, PsychicShape-Shift. The dragon Shape-Shifting;shape-shifts into a Small or Medium
Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Forgotten Realms: Adventures in Faerûn
Amphibious. Biha Babir can breathe air and water.
Elemental Restoration. If Biha Babir dies outside the Elemental Plane of Water, her body dissolves into brine, and she gains a new body in 1d4
punished.Acid, Cold, LightningFluid Form. Biha Babir Shape-Shifting;shape-shifts into a form resembling a Beast or Humanoid that is Medium or smaller, while retaining her game statistics (other than her size), or returns to her true marid form.
Ox
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
","rollAction":"Charge","rollDamageType":"piercing"} piercing damage.
Beast of Burden. The oxen is considered to be a Huge animal for the purpose of determining its carrying capacity.Gore. Melee Weapon
Charge. If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6);{"diceNotation":"2d6","rollType":"damage
Vargouille
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
takes on fiendish aspects. The curse doesn't advance while the target is in sunlight or the area of a daylight spell; don't count that time. When the cursed target's Charisma becomes 2, it dies, and its
head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so
Monsters
Tales from the Yawning Portal
the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or similar magic.
Dreadful Glare. The centaur mummy targets one
Charge. If the centaur mummy moves at least 20 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6);{"diceNotation":"3d6","rollType
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
.
Charge (Costs 2 Actions). The beast moves up to its speed without provoking opportunity attack;opportunity attacks, then makes two Tusk attacks.
Frightful Howl (Costs 2 Actions). The beast howls as it
Legendary Resistance (2/Day). If the beast fails a saving throw, it can choose to succeed instead.
Siege Monster. The beast deals double damage to objects and structures.Multiattack. The beast makes
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
Polymorph
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less
than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)