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Returning 35 results for 'bones back doesn cure remaining'.
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Spells
Player’s Handbook
neutralizes any poisons that affected the creature at the time of death.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs
integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Spells
Player’s Handbook
target and the sort of physical connection you have to it. The target doesn’t know what it is making the save against, only that it feels uneasy.
Your Knowledge of the Target Is...
Save
as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist
Magic Items
Dungeon Master’s Guide
While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn’t create an area of effect. The absorbed spell’s effect is canceled, and the spell
as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot.
A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Spells
Player’s Handbook
diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it.
The portal has a front and a back on
speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and
Magic Items
Dungeon Master’s Guide
Resistance to all other damage. Shrinking the tower back down to statuette form doesn’t repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.
Magic Items
Dungeon Master’s Guide
unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until the next dawn, when they collapse into inanimate piles of bones and rotting corpses. Once you use this
following day, remaining until Orcus dismisses them.
Sentience. The Wand of Orcus is a sentient Chaotic Evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and
Spells
Player’s Handbook
your own hand.
The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn’t occupy its space.
When you cast
saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it
Magic Items
Dungeon Master’s Guide
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
wielder doesn’t share this goal.
Destroying Whelm. Whelm can be dissolved in the acidic bile of a recently slain ancient black dragon. It can also be melted down in the forges of the Mightyhammer dwarf clan, but only by the rightful leader of that clan.
Magic Items
Dungeon Master’s Guide
.
Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
Magic Items
Dungeon Master’s Guide
you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it disappears. Unless the card is the Fool or
Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws.
Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth
Monsters
Lorwyn: First Light
Ephemeral Movement. The incarnation can move through other creatures and objects as if they were Difficult Terrain, and its movement doesn’t provoke Opportunity Attack;Opportunity Attacks. It
spectral existence in material reality. Each incarnation resembles a saurian behemoth with an axolotl face, a many-frilled tail, and a hulking back covered in bright-orange pustules. In Lorwyn
Monsters
Fizban's Treasury of Dragons
obsessed with treasure. Their greed compels them to gather any gold or gems they can. After taking this treasure back to their lairs, they gaze for hours on end at their glittering trinkets and golden
collect dragon parts—scales, teeth, skin, flesh, wings, and bones—that they scavenge from around dragon lairs, take from dragon corpses, or buy from merchants and adventurers. They stitch on
Orc Claw of Luthic
Legacy
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Monsters
Volo's Guide to Monsters
, mending, resistance, thaumaturgy
1st level (4 slots): bane, cure wounds, guiding bolt
2nd level (3 slots): augury, warding bond
3rd level (2 slots): bestow curse, create food and waterMultiattack. The
orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining.
Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Claw"} to
Monsters
Dragonlance: Shadow of the Dragon Queen
Unusual Nature. The anhkolox doesn’t require air, food, drink, or sleep.Multiattack. The anhkolox makes two Claw attacks and one Entrapping Rend attack.
Claw. Melee Weapon Attack: +10
target.Anhkoloxes are vicious undead creatures created from the bones of bears and other beasts. Their barbed bones grind and crack, often moving in seemingly impossible ways. Anhkoloxes are driven by
Monsters
Vecna: Eve of Ruin
damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Talons", "rollDamageType":"necrotic"} necrotic damage.A bone roc is a birdlike Undead that can incorporate the bones of
bones used and how that affects its stat block.
Bone Roc Sources
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Bone Source"}
Bone Source
1
Axe Beak. The bone roc’s
Monsters
Mythic Odysseys of Theros
upon travelers or claw open fresh graves, stripping bodies of riches and flesh. Then they carry back any treasures or appealing bones they find to reeking nests situated in cramped caves or rotten trees.
Monsters
Fizban's Treasury of Dragons
saving throws against spells and other magical effects.
Unusual Nature. The golem doesn’t require air, food, drink, or sleep.Multiattack. The golem makes one Pinion attack and two Rend attacks
ends on the target. On a failed save, the target is petrified.A dragonbone golem is composed of dragon bones linked together with adamantine wire into the form of a dragon, animated by drawing on the
Monsters
Dragonlance: Shadow of the Dragon Queen
.
Rejuvenation. If Caradoc dies, he reforms within Dargaard Keep in 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Days"} days.
Unusual Nature. Caradoc doesn’t require air, food, drink
then disappears, and the target is incapacitated and loses control of its body. Caradoc now controls the body but doesn’t deprive the target of awareness. Caradoc can’t be targeted by any
Magic Items
Descent into the Lost Caverns of Tsojcanth
, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it
.
While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
kruthiks in one area might cause the remaining hive members to move elsewhere.
Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then
grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal.
Kruthiks abide the presence of
Monsters
Waterdeep: Dragon Heist
":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage if Tashlyn has more than half her hit points remaining.
Shortbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6
, Tashlyn has an unfettered sense of superiority. Quick to anger, she hates to back down from a fight. She respects anyone who can best her in melee combat.
Monsters
Spelljammer: Adventures in Space
these parasites, which it doesn’t mind. An extremely old or sick kindori can be identified by the overgrowth of vines and vegetation on it.
The bones and cartilage of a dead kindori do not
Unusual Nature. The kindori doesn’t require food, drink, or air.Tail. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Tail"} to hit, reach 5 ft., one target
Monsters
Mordenkainen Presents: Monsters of the Multiverse
their hunger and violent urges. Eventually, they fight among themselves.
The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu they bring
the remains back to a semblance of life in the form of a gnoll witherling.
Witherlings travel with their comrades and try to kill anything in their path. They don’t eat and aren’t motivated
Couatl
Legacy
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Monsters
Basic Rules (2014)
, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scrying
Magic
equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).
In a
Troglodyte
Legacy
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Monsters
Monster Manual (2014)
in the shallow depths of the Underdark in a constant state of war against their neighbors and one another. They mark the borders of their territories with cracked bones and skulls, or with
relying on constant raids and hunting to survive. They take sadistic pleasure in hunting intelligent creatures weaker than themselves and show no mercy toward those they capture and drag back to their
Magic Items
Curse of Strahd
;s saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.
Cloud Giant Smiling One
Legacy
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Monsters
Volo's Guide to Monsters
illusion, prestidigitation, vicious mockery
1st level (4 slots): cure wounds, disguise self, silent image, Tasha's hideous laughter
2nd level (3 slots): invisibility, suggestion
3rd level (2 slots
has advantage on the attack roll.
Change Shape. The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.
Although they can feed on
carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on
Monsters
Waterdeep: Dragon Heist
, mass cure wounds, hold monsterMultiattack. Istrid makes two melee attacks.
Maul. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Maul"} to hit, reach 5 ft., one
the Cassalanters and the Irlingstars), but the penalties for not paying back Istrid's loans are severe.
Istrid worships Vergadain, the dwarven god of wealth and luck. She likes having others indebted
Monsters
Fizban's Treasury of Dragons
their bodies and minds to emulate the dragons they revere. They collect dragon parts—scales, teeth, skin, flesh, wings, and bones—that they scavenge from around dragon lairs, take from
their former selves remaining. In the most extreme cases, the resulting abomination holds no remnant of the person it once was and is utterly ruled by a dragon’s lust for treasure.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.
Although they can feed on carrion, kruthiks prefer live prey. They kill
enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even
Yuan-ti Malison (Type 2)
Legacy
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Monsters
Monster Manual (2014)
Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn&rsquo
;t transformed. It doesn’t change form if it dies.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can
Species
Strixhaven: A Curriculum of Chaos
some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the
that extend from their back and shoulders.
Like owls, owlin are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on you in the library.
Your owlin
Monsters
Journeys through the Radiant Citadel
Magic Resistance. The pari has advantage on saving throws against spells and other magical effects.
Unusual Nature. The pari doesn’t require food, drink, or sleep.Multiattack. The
: detect evil and good
2/day each: cure wounds (as a 6th-level spell), lesser restoration
1/day each: commune (as an action), dispel evil and goodA pari is an angelic harbinger gifted with foresight
Magic Items
The Wild Beyond the Witchlight
11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn’t like to back down from a fight.






