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Returning 35 results for 'both bones daily constructs remove'.
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Magic Items
Dungeon Master’s Guide
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.
Magic Items
Dungeon Master’s Guide
particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars
Magic Items
Dungeon Master’s Guide
Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
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
Monsters
Candlekeep Mysteries
charges are expended, but it regains 1d3 expended charges daily at dawn and glows again once it has 1 or more charges.Stone golems are magical constructs cut and chiseled from stone to appear as tall
charges daily at dawn and glows again once it has 1 or more charges.
The golem attacks anyone who tries to remove the sapphire, which is worth 25,000 gp.
Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Monsters
Van Richten’s Guide to Ravenloft
temporary hit points.
Skeletonize. If the swarm starts its turn in the same space as a dead creature that is Large or smaller, the corpse is destroyed, leaving behind only equipment and bones (or
","rollDamageType":"piercing"} piercing damage at the start of each of its turns. Any creature can use an action to kill or remove the scarabs with fire or a weapon that deals piercing damage, causing 1 damage of
Magic Items
Tasha’s Cauldron of Everything
regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials
, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don’t have total cover from you, the bells ring softly, their tone indicating the creature types present.
As an action, you can expend 1 charge to cast protection from evil and good.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.
Heward's Handy Spice Pouch
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Magic Items
Xanathar's Guide to Everything
, 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
Quests from the Infinite Staircase
webs lie in ambush draped over plant life, wrapped around corpses, or stuck to ossuaries in dark catacombs.
Memory webs feed on memories and require daily sustenance. When a memory web’s prey
Intelligence saving throw. Constructs, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, the target takes 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Drain
Magic Items
The Book of Many Things
must succeed on a DC 15 Dexterity saving throw or take 3d6 fire damage. The goggles regain 1d3 expended charges daily at dawn.
Cursed. The goggles are cursed, and becoming attuned to them extends the
curse to you. You can’t remove the goggles or end your attunement to them until you are targeted by a Remove Curse spell or similar magic.
Whenever you use the goggles’ fiery beam and the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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 Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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 Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.
Magic Items
Tasha’s Cauldron of Everything
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature
you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Magic Items
The Book of Many Things
charge to increase your walking speed by 30 feet, and you have advantage on Dexterity saving throws. These effects last for 1 minute. The greaves regain 1d3 expended charges daily at dawn.
Curse. The
greaves are cursed, and becoming attuned to them extends the curse to you. You can’t remove the greaves or end your attunement to them until you are targeted by a Remove Curse spell or similar
Monsters
Icewind Dale: Rime of the Frostmaiden
"} expended charges daily at dawn. If the wand’s last charge is expended, roll a d20; on a 1, the wand crumbles into ashes and is destroyed.Vellynne Harpell is a member of the prestigious Harpell
’s blood on the title page. The tome contains the spells Vellynne has prepared plus the following additional spells: bestow curse, blindness/deafness, false life, find familiar, magic weapon, polymorph, protection from evil and good, remove curse, shield, and Tenser's floating disk.
Monsters
The Book of Many Things
60 feet of the cursed creature, regardless of the creature’s location in the multiverse.
The curse of Malaxxix lasts until ended with a Remove Curse spell, a Greater Restoration spell, or
hear an incessant scraping sound in their minds.
Grinding Gears. Constructs within 1 mile of the palanquin move sluggishly. Constructs’ speeds are halved, and they have disadvantage on Dexterity
magic-items
From the beak of the suneater owlbear is extracted its ability to absorb and redirect sunlight. The suneater’s bones imbue this item with the hard-headed arrogance unique to fey that prevents
expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use your
magic-items
Fossilised bones and oilcloth, a lipid-rich mesh of viscous crude oil and lipophilic fibres, forms the basis of this magical robe. In the same way the oil refracts light in rainbow hues, the cloth
charges and regains 1d6 + 1 charges daily at dawn. You can expend charges to cast the following spells (save DC 15, +7 to hit). Some spells are changed to be oil-based.
Grease (1 charge)
Create or
magic-items
From the beak of the suneater owlbear is extracted its ability to absorb and redirect sunlight. The suneater’s bones imbue this item with the hard-headed arrogance unique to fey that prevents
regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use
magic-items
From the beak of the suneater owlbear is extracted its ability to absorb and redirect sunlight. The suneater’s bones imbue this item with the hard-headed arrogance unique to fey that prevents
regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use
Magic Items
Out of the Abyss
other nonmagical process can remove the viscous material until it deteriorates on its own.
The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge
magic-items
contains 7 petals. While holding it, you can use an action to pluck a petal to cast the guiding bolt spell (+5 to hit), dealing necrotic damage instead of radiant. The skull regrows 1d4 plucked petals daily
broken with remove curse or similar magic, you are unwilling to part with the skull, keeping it within reach at all times.
While cursed, whenever you finish a long rest, a black petal grows on your
magic-items
contains 7 petals. While holding it, you can use an action to pluck a petal to cast the guiding bolt spell (+5 to hit), dealing necrotic damage instead of radiant. The skull regrows 1d4 plucked petals daily
broken with remove curse or similar magic, you are unwilling to part with the skull, keeping it within reach at all times.
While cursed, whenever you finish a long rest, a black petal grows on your
magic-items
contains 7 petals. While holding it, you can use an action to pluck a petal to cast the blight spell (save DC 16), dealing necrotic damage instead of radiant. The skull regrows 1d4 plucked petals daily at
with remove curse or similar magic, you are unwilling to part with the skull, keeping it within reach at all times.
While cursed, whenever you finish a long rest, a black petal grows on your head
races
to those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn.
Reborn Origins
d8
Origins
1
You were magically
. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
If you are replacing your race
magic-items
From the beak of the suneater owlbear is extracted its ability to absorb and redirect sunlight. The suneater’s bones imbue this item with the hard-headed arrogance unique to fey that prevents
regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use
magic-items
From the beak of the suneater owlbear is extracted its ability to absorb and redirect sunlight. The suneater’s bones imbue this item with the hard-headed arrogance unique to fey that prevents
regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use
magic-items
From the beak of the suneater owlbear is extracted its ability to absorb and redirect sunlight. The suneater’s bones imbue this item with the hard-headed arrogance unique to fey that prevents
regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use
magic-items
From the beak of the suneater owlbear is extracted its ability to absorb and redirect sunlight. The suneater’s bones imbue this item with the hard-headed arrogance unique to fey that prevents
regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use
magic-items
From the beak of the suneater owlbear is extracted its ability to absorb and redirect sunlight. The suneater’s bones imbue this item with the hard-headed arrogance unique to fey that prevents
regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use
magic-items
Fossilised bones and oilcloth, a lipid-rich mesh of viscous crude oil and lipophilic fibres, forms the basis of this magical robe. In the same way the oil refracts light in rainbow hues, the cloth
charges and regains 1d6 + 1 charges daily at dawn. You can expend charges to cast the following spells (save DC 15, +7 to hit). Some spells are changed to be oil-based.
Grease (1 charge)
Create or
magic-items
From the beak of the suneater owlbear is extracted its ability to absorb and redirect sunlight. The suneater’s bones imbue this item with the hard-headed arrogance unique to fey that prevents
regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use
magic-items
From the beak of the suneater owlbear is extracted its ability to absorb and redirect sunlight. The suneater’s bones imbue this item with the hard-headed arrogance unique to fey that prevents
regains 1 expended charge for each hour it spends in direct sunlight and 1d6 + 1 expended charges daily at dawn.
Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use
Wand of Orcus
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Magic Items
Dungeon Master’s Guide (2014)
.
Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the
(4 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn.
While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s
magic-items
Fossilised bones and oilcloth, a lipid-rich mesh of viscous crude oil and lipophilic fibres, forms the basis of this magical robe. In the same way the oil refracts light in rainbow hues, the cloth
charges and regains 1d6 + 1 charges daily at dawn. You can expend charges to cast the following spells (save DC 15, +7 to hit). Some spells are changed to be oil-based.
Grease (1 charge)
Create or