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Returning 35 results for 'bubbling barrier diffusing consumes rolls'.
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Monsters
Eberron: Forge of the Artificer
":"3d6", "rollType":"damage", "rollAction":"Inquisitive Eye", "rollDamageType":"Psychic"} Psychic damage, and the target is marked. The inquisitive has Advantage on attack rolls against a target it
using Wisdom as the spellcasting ability (spell save DC 13):
At Will : Guidance
1/Day Each: Detect Thoughts, See InvisibilitySpontaneous Barrier (Recharge 4–6);{"diceNotation":"1d6", "rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
weapon the target is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to
horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the
attack rolls and ability checks.
Unusual Nature. The bodak doesn’t require air, food, drink, or sleep.Fist. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Hypersensitivity. The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.
Unusual Nature. The mist
through its pores or spill out from its eyes, nose, and mouth. This blood wafts out from the victim like crimson smoke, which the mist then consumes. The feeding causes no pain or discomfort to the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition
-like tentacles.
Left undisturbed, a flail snail moves slowly along the ground. It consumes everything on the surface, including rocks, sand, and soil, and it stops periodically to relish crystal growths
Juiblex
Legacy
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Monsters
Out of the Abyss
a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed.Juiblex can
others of its kind. It exists only to consume, digesting and transforming living matter into more of itself.
A true horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes two Demon Staff attacks or one Demon Staff attack
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
Drow Matron Mother
Legacy
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Monsters
Mordenkainen’s Tome of Foes
slots): blade barrier, harm
7th level (2 slots): divine word, plane shift
8th level (1 slot): holy aura
9th level (1 slot): gate
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The matron mother makes two demon staff attacks or three tentacle rod attacks.
Demon Staff. Melee Weapon Attack: +10
Baphomet
Legacy
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Monsters
Out of the Abyss
effects.
Magic Weapons. Baphomet’s weapon attacks are magical.
Reckless. At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls
until cured. See the Dungeon Master’s Guide for more on madness.
Madness of Baphomet
d100
Flaw (lasts until cured)
01–20
“My anger consumes me. I can’t be
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes two Demon Staff attacks or one Demon Staff attack
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
Magic Items
Waterdeep: Dragon Heist
, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no
defense against the axe, which passes through that spell’s barrier of magical force.
When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical
initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical
initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical
initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Protection from Evil and Good 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration
grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Protection from Evil and Good 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration
grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Protection from Evil and Good 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration
grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Protection from Evil and Good 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration
grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
barrier to many characters but easily navigated by water-breathing creatures. Obstacles can affect more than one room. A chasm might run through several passages and chambers, or send cracks through
Obstacle 1 Antilife aura with a radius of 1d10 × 10 ft.; while in the aura, living creatures can’t regain hit points 2 Battering winds reduce speed by half, impose disadvantage on ranged attack rolls 3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
barrier to many characters but easily navigated by water-breathing creatures. Obstacles can affect more than one room. A chasm might run through several passages and chambers, or send cracks through
Obstacle 1 Antilife aura with a radius of 1d10 × 10 ft.; while in the aura, living creatures can’t regain hit points 2 Battering winds reduce speed by half, impose disadvantage on ranged attack rolls 3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
barrier to many characters but easily navigated by water-breathing creatures. Obstacles can affect more than one room. A chasm might run through several passages and chambers, or send cracks through
Obstacle 1 Antilife aura with a radius of 1d10 × 10 ft.; while in the aura, living creatures can’t regain hit points 2 Battering winds reduce speed by half, impose disadvantage on ranged attack rolls 3
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Protection from Evil and Good 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration
grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Protection from Evil and Good 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration
grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends
, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends
, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Resurrection 7th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous You touch a dead creature
to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Resurrection 7th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous You touch a dead creature
to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Resurrection 7th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous You touch a dead creature
to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends
, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends
, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Forcecage Level 7 Evocation (Bard, Warlock, Wizard) Casting Time: Action
Range: 100 feet
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Duration: Concentration, up to
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends
, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends
, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Resurrection 7th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous You touch a dead creature
to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Resurrection 7th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous You touch a dead creature
to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature






