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Magic Items
Dungeon Master’s Guide
This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action
to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take
Magic Items
Dungeon Master’s Guide
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
Spells
Player’s Handbook
Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical
.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the
Spells
Player’s Handbook
As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or
vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails
Magic Items
Dungeon Master’s Guide
While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane
on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to
Spells
Player’s Handbook
Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the
Prismatic Rays table.
Prismatic Rays
1d8
Ray
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.
2
Orange. Failed Save: 12d6 Acid damage. Successful Save
Spells
Player’s Handbook
;a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles
per 24 hours or 50 miles if the Beast can fly.
When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn’t reach its
Magic Items
Dungeon Master’s Guide
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its
Magic Items
Dungeon Master’s Guide
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head.
Ioun Stone of Awareness;Awareness (Rare). While this dark-blue rhomboid orbits your head, you have Advantage on
Monsters
Stranger Things: Welcome to the Hellfire Club
":"damage", "rollAction":"Fiery Claw", "rollDamageType":"Fire"} Fire damage.
Power Chord. Constitution Saving Throw: DC 14, one creature Dardew can see within 120 ft. Failure: 13 (3d6 + 3);{"diceNotation
otherworldly power. His red skin and leathery wings betray his fiendish nature, and his boisterous but smooth voice commands attention. When that fails him, he accentuates his words with audacious riffs on his
Monsters
Forgotten Realms: Adventures in Faerûn
berserkers (see this chapter).
Queen Forfallen is a strong human woman with long, red hair. Although the rusting curse has transformed most of her extremities into metal, she’s thus far resisted
16, one creature Forfallen can see within 20 feet. The target has Disadvantage on this save if it has the Poisoned condition. First Failure: The target has the Restrained condition and repeats the
Monsters
Forgotten Realms: Adventures in Faerûn
Valindra’s next turn.
Deathly Grasp (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Deathly Grasp"}. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation
to the spell’s trigger, using the same spellcasting ability as Spellcasting.Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, Valindra can expend a use to
Immovable Rod
Legacy
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Magic Items
Basic Rules (2014)
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push
the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Monsters
Van Richten’s Guide to Ravenloft
.
The Unbreakable Heart. The Unbreakable Heart is a nonmagical scientific wonder that replaces a creature’s heart. The device installs itself, connecting to a creature’s anatomy and
stitching itself into place if positioned in a cavity where the creature’s heart used to be. A creature with the device inside them is immune to disease, ceases to age, and does not die of old age
Monsters
Candlekeep Mysteries
(losing initiative ties), Zikran uses his handheld device to fire the cannon at one creature he can see, provided the creature is in the basement or on the staircase. Zikran’s target must make a
device that controls the elemental cannon. This device, shown in the accompanying illustration, looks like a metal rod with a tip shaped like a bird’s head.Elemental Cannon. On initiative count 20
Rod of Lordly Might
Legacy
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Magic Items
Basic Rules (2014)
different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end
opposite the rod's flanged head (you choose the type of sword).
If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic
Magic Items
Planescape: Adventures in the Multiverse
it floats at a distance of 1d3 feet from you and you can access its properties. While the mimir is floating, a creature other than you can use an action to grasp or net the device, either by making a
This skull-shaped device is filled with knowledge. The device weighs 5 pounds and is covered with subtle etchings of planar sigils.
As a bonus action, you can toss the device into the air, whereupon
Equipment
action to speak into the device’s mouthpiece and send a short message of twenty-five words or less to another creature wearing the matched fargab while it is within 18 miles of you. The message
emits from the speakers of the device and can be heard up to 10 feet away from the device. If no creature is wearing the fargab, the speakers make static noises instead.
Equipment
within 60 feet of the device when it goes off must succeed in a DC 10 Wisdom saving throw. On a failed save, the creature has the Frightened condition for one minute. As an Influence action, another
This small mechanical device is a specialty of gnomish crafters. As a Utilize action, you can throw the Noisemaker into a space within 60 feet. When it lands, it makes a loud noise of some kind
Magic Items
Tyranny of Dragons
device, and it is so large that it requires two Medium creatures (or one Large or bigger creature) to hold it while a third creature sounds it, making the earth resonate to its call.
The low, moaning
The Draakhorn was once the horn of Tiamat’s ancient red dragon consort, Ephelomon, which she gave to the dragons to help them in their war against the giants. The Draakhorn is a signaling
Magic Items
Icewind Dale: Rime of the Frostmaiden
hold. The largest mythallars are 150 feet in diameter.
The Ythryn mythallar is a relatively small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short
;s Guide. If a ninth creature tries to attune to the mythallar, nothing happens.
All creatures attuned to the Ythryn mythallar can sense when the device is being used. A creature attuned to the device
Monsters
Tomb of Annihilation
Multiattack. The tri-flower frond uses its orange blossom, then its yellow blossom, and then its red blossom.
Orange Blossom. The tri-flower frond chooses one creature it can see within 5 feet of it
used.
Red Blossom. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Red Blossom"} to hit, reach 5 ft., one creature. Hit: 2 (1d4);{"diceNotation":"1d4","rollType
Adult Red Dracolich
Legacy
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Monsters
Monster Manual (2014)
poisoned in this way, a creature is incapacitated.
Regional Effects
The region containing a legendary red dracolich's lair is warped by the dracolich's magic, which creates one or more of the
","rollDamageType":"bludgeoning"} bludgeoning damage.
Frightful Presence. Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 19 Wisdom saving
Ancient Red Dragon
Legacy
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Monsters
Basic Rules (2014)
creature is incapacitated.
Regional Effects
The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Small
. Hit: 19 (2d8 + 10);{"diceNotation":"2d8+10","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you choose one language you don’t know. You subsequently know
that language while attuned to the device.
Time Bandit. At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and
Monsters
Dragonlance: Shadow of the Dragon Queen
Draconic Devotion. While Red Ruin can see a Dragon that isn’t hostile to her, she has advantage on attack rolls.
Mounted Combat Master. When Red Ruin is mounted and a creature targets her
mount with an attack, Red Ruin can cause the attack to target her instead.
Mounted Evasion. When Red Ruin or her mount makes a Dexterity saving throw to take half damage from an effect, they take no
Monsters
Icewind Dale: Rime of the Frostmaiden
Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Tentacles"} to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4","rollType":"damage","rollAction
","rollType":"recharge","rollAction":"Mind Blast"}. The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22
Adult Red Dragon
Legacy
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Monsters
Basic Rules (2014)
: 17 (2d8 + 8);{"diceNotation":"2d8+8","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is
within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns
Monsters
Icewind Dale: Rime of the Frostmaiden
":"damage","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Sure-Footed. The moose
snow. What they don't know is that the moose is using a magic mirror as a scrying device to show it where its enemies are.
Heat Metal
Legacy
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Spells
Basic Rules (2014)
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical
contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is
Magic Items
Legendary Magic Items
Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative Plane. When you hit a creature with a melee attack using this magic dagger
, the target takes an extra 3d12 necrotic damage.
A creature reduced to 0 hit points by this weapon dies and can’t be raised from the dead except by a deity or by a creature using a tablet of reawakening to cast the true resurrection spell.
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks.
Aberrant Ally. You can conjure an aberrant creature from the
chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is an aberration of challenge rating 4 or lower. Once you
Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
’s origins and operation can be found in the Mind of Metal, a tome of artificer’s secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the
Red Dragon Wyrmling
Legacy
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Monsters
Basic Rules (2014)
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fire Breath"}. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6
surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.Fire
Monsters
Dragonlance: Shadow of the Dragon Queen
is alive. When she dies, a creature can remove the gem as an action. The gem then functions as a gem of seeing.Multiattack. Kansaldi makes two Pike attacks and uses Flame Burst.
Pike. Melee Weapon
magical flames at a creature she can see within 60 feet of herself. The target must make a DC 16 Dexterity saving throw. On a failed save, the target takes 11 (2d10);{"diceNotation":"2d10", "rollType






