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Returning 35 results for 'both blinding devil charges rest'.
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Magic Items
Dungeon Master’s Guide
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the amnizu’s darkvision.
Magic Resistance. The amnizu has advantage on saving throws against spells and other magical
effects.Multiattack. The amnizu uses Blinding Rot or Forgetfulness, if available. It also makes two Taskmaster Whip attacks.
Taskmaster Whip. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the amnizu’s darkvision.
Magic Resistance. The amnizu has advantage on saving throws against spells and other magical
effects.Multiattack. The amnizu uses Blinding Rot or Forgetfulness, if available. It also makes two Taskmaster Whip attacks.
Taskmaster Whip. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit
magic-items
This foot-high, black, stone cat statue has 3 charges and regains all expended charges daily at dawn. Whenever you roll a die, you can expend 1 charge to roll another die of the same size (no action
1, a devil is summoned. Consult the chart below to determine which devil.
Attuner’s Level
Devil (CR)
1-4
Imp (1)
5-8
Barbed devil (5)
9-12
Bone devil (9)
13-16
magic-items
This foot-high, black, stone cat statue has 3 charges and regains all expended charges daily at dawn. Whenever you roll a die, you can expend 1 charge to roll another die of the same size (no action
1, a devil is summoned. Consult the chart below to determine which devil.
Attuner’s Level
Devil (CR)
1-4
Imp (1)
5-8
Barbed devil (5)
9-12
Bone devil (9)
13-16
magic-items
This foot-high, black, stone cat statue has 3 charges and regains all expended charges daily at dawn. Whenever you roll a die, you can expend 1 charge to roll another die of the same size (no action
1, a devil is summoned. Consult the chart below to determine which devil.
Attuner’s Level
Devil (CR)
1-4
Imp (1)
5-8
Barbed devil (5)
9-12
Bone devil (9)
13-16
Spined Devil
Legacy
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Monsters
Monster Manual (2014)
.
Limited Spines. The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest.
Magic Resistance. The devil has advantage on saving throws against spells and other
Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
Flyby. The devil doesn’t provoke an opportunity attack when it flies out of an enemy’s reach
monsters
Indomitable (2/Day). Vashon rerolls a failed saving throw.
Special Equipment. Vashon wears a Cloak of Misty Step. This cloak can hold up to 3 charges. While wearing it, he can use a Bonus Action to
expend 1 of its charges to cast Misty Step. The cloak regains 1d3;{"diceNotation":"1d3", "rollType":"roll", "rollAction":"Special Equipment"} expended charges daily at dawn.Multiattack. Vashon makes
Chain Devil
Legacy
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Monsters
Basic Rules (2014)
Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the
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.Multiattack. The devil
Magic Items
Baldur’s Gate: Descent into Avernus
tried to charm it. The helm regains all its charges 24 hours after its last charge is expended.
If you are not a devil, using the helm’s dominate monster property in the Nine Hells has a 20
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
Ice Devil (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
. The frigid air dissipates when the rest of the wall vanishes.
Summon Devil (1/Day). The devil chooses what to summon and attempts a magical summoning.
An ice devil has a 60 percent;{"diceNotation
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.Multiattack. The devil
Ice Devil
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
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.Multiattack. The devil
damage.
Wall of Ice (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Wall of Ice"}. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet
Monsters
Icewind Dale: Rime of the Frostmaiden
of frost with 10 charges (see “Actions” below).
Spellcasting. Avarice is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14; +6;{"diceNotation":"1d20+6
Frost. While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): cone of cold (5 charges), fog cloud (1 charge), ice storm (4
Ice Devil (Spear Variant)
Legacy
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Monsters
Monster Manual (2014)
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.Multiattack. The devil makes
","rollAction":"Wall of Ice"}. The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or
Monsters
Guildmasters’ Guide to Ravnica
of faith
2nd level (3 slots): lesser restoration, scorching ray
3rd level (3 slots): blinding smite, crusader's mantle, revivify
4th level (3 slots): banishment, wall of fire
5th level (1 slot
., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3","rollType":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage.Guided Attack (Recharges after a Short or Long Rest
Blackguard
Legacy
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Monsters
Volo's Guide to Monsters
level (2 slots): blinding smite, dispel magicMultiattack. The blackguard makes three attacks with its glaive or its shortbow.
Glaive. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit
","rollAction":"Shortbow","rollDamageType":"piercing"} piercing damage.
Dreadful Aspect (Recharges after a Short or Long Rest). The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
will: animate dead (as an action), blight, speak with dead
1 charge each: circle of death, finger of death
2 charges: power word killOrcus can take 3 legendary actions, choosing from the options
Gem of Brightness
Legacy
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Magic Items
Basic Rules (2014)
word expends 5 charges and causes the gem to flare with blinding light in a 30- foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed
monsters
damage dealt.
Supernova (Recharges after a Short or Long Rest). If the owlbear would be reduced to 0 hit points, its current hit point total instead resets to 52 hit points, it recharges its Solar Beam
, it immediately uses its Blinding Flash legendary action option (without expending any actions), and a small sun coalesces 10 feet above the owlbear and follows it for the next hour, shedding bright
monsters
radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.
Supernova (Recharges after a Short or Long Rest). If the owlbear would be reduced to 0
hit points, its current hit point total instead resets to 95 hit points, it recharges its Solar Beam, it immediately uses its Blinding Flash legendary action option (without expending any actions
monsters
radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.
Supernova (Recharges after a Short or Long Rest). If the owlbear would be reduced to 0
hit points, its current hit point total instead resets to 138 hit points, it recharges its Solar Beam, it immediately uses its Blinding Flash legendary action option (without expending any actions
Monsters
Tomb of Annihilation
with 6 charges.
Spellcasting. Withers is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13; +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to
Monsters
Waterdeep: Dragon Heist
slots): blinding smite, dispel magicMultiattack. Ziraj makes three attacks with his glaive or with his oversized longbow.
Glaive. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit
":"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
magic-items
3d8. You can expend 1 charge to cast the daydream spell or 4 charges to cast the blinding radiance * spell from the suncatcher.
*See Appendix B
them from succumbing to others’ charms.
While attuned to the suncatcher, you have advantage on ability checks and saving throws made to resist being charmed.
This weapon has 7 charges. It
Monsters
Candlekeep Mysteries
Legendary Resistance (2/Day). If Bak Mei fails a saving throw, he can choose to succeed instead.
Special Equipment. Bak Mei carries a staff of striking with 10 charges.
Unarmored Defense. While Bak
":"Staff of Striking","rollDamageType":"bludgeoning"} bludgeoning damage when used with two hands, and Bak Mei can expend up to 3 of the staff’s charges. For each expended charge, the target takes
magic-items
3d8. You can expend 1 charge to cast the daydream spell or 4 charges to cast the blinding radiance * spell from the suncatcher.
*See Appendix B
them from succumbing to others’ charms.
While attuned to the suncatcher, you have advantage on ability checks and saving throws made to resist being charmed.
This weapon has 7 charges. It
magic-items
3d8. You can expend 1 charge to cast the daydream spell or 4 charges to cast the blinding radiance * spell from the suncatcher.
*See Appendix B
them from succumbing to others’ charms.
While attuned to the suncatcher, you have advantage on ability checks and saving throws made to resist being charmed.
This weapon has 7 charges. It
Magic Items
Fizban's Treasury of Dragons
gem, you can expend up to 3 charges to ignore the spell’s material components with a gold piece cost, up to 500 gp per charge expended.
When you finish a long rest, choose a spell from any
While you are holding this gem, you can use it as a spellcasting focus for your spells.
The gem has 3 charges and regains all expended charges daily at dawn. When you cast a spell while holding this
Monsters
Waterdeep: Dungeon of the Mad Mage
.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the mummy lord magically increases in size, along with anything it is wearing or carrying. While enlarged, the mummy lord is Large, doubles
possible in the space available.
Invisibility (Recharges after a Short or Long Rest). The mummy lord magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
, Giant, or Undead.
The weapon has 4 charges. If you hit a creature of the chosen type with the weapon, you can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 expended charges daily at dawn.