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                        Returning 35 results for 'cantrips well remove'.
                    
                
                        
                            
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                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     spell attacks). Kaevja has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
                                                
                                            
                                                
                                                     accepted her, Manshoon forced her to remove her distinctive Thayan head tattoos and to trade in her Red Wizard robes for black ones.
                                                
                                            
                                        
                                                    Derro Savant
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The derro knows the following sorcerer spells:
Cantrips (at will): acid splash
                                                
                                            
                                                
                                                    
Sunlight Sensitivity. While in sunlight, the derro savant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Quarterstaff. Melee Weapon Attack: +1;{"diceNotation
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     two 2nd-level spell slots, which he regains after finishing a short or long rest, and knows the following warlock spells:
Cantrips (at will): eldritch blast, friends, poison spray
1st level: armor
                                                
                                            
                                                
                                                     of Agathys, charm person, hex
2nd level: hold person, ray of enfeeblement, spider climb
Sunlight Sensitivity. While in sunlight, Narrak has disadvantage on attack rolls, as well as on Wisdom
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     Sensitivity. While in sunlight, Kaarghaz has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. Kaarghaz is a 4th-level spellcaster. His spellcasting
                                                
                                            
                                                
                                                     ability is Charisma (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He knows the following sorcerer spells:
Cantrips (at will
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. Hanne is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation
                                                
                                            
                                                
                                                    ":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): minor illusion, ray of frost
1st Level (2 slots
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    , righting itself and ending the incapacitated condition if it succeeds.
Telepathic Shroud. Flapjack is immune to any effect that would sense its emotions or read its thoughts, as well as all divination
                                                
                                            
                                                
                                                    ":"roll","rollAction":"Stench Spray"} hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove
                                                
                                            
                                        
                                                     Monsters
                                                    Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                    ", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At-will: detect evil and good, mage armor (self only), mage hand
2/day each: protection from evil and good, remove curse
                                                
                                            
                                                
                                                     calls throughout Sigil and the planes beyond.
The vagaries of undeath make spirits difficult to predict. Nevertheless, exorcists are well equipped for their work. Molded by experiences with
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     spell attacks). She knows the following sorcerer spells:
Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): burning hands, chromatic orb, mage armor
                                                
                                            
                                                
                                                    
Sunlight Sensitivity. While in sunlight, Yusdrayl has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. Yusdrayl has advantage on an attack roll
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    ","rollAction":"Spellcasting"} to hit with spell attacks). Yalaga has the following cleric spells prepared:
Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
1st level
                                                
                                            
                                                
                                                     on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. Yalaga makes two scourge attacks.
Scourge. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Innate Spellcasting (Psionics). The Keeper of
                                                
                                            
                                                
                                                    ). The Keeper of the Flame has the following cleric spells prepared:
Cantrips (at will): guidance, mending, sacred flame
1st level (4 slots): bane, inflict wounds, shield of faith
2nd level (2 slots
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Duergar Resilience. Snurrevin has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, Snurrevin
                                                
                                            
                                                
                                                     has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. Snurrevin is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     with spell attacks). The Pudding King knows the following sorcerer spells:
Cantrips (at will): acid splash, light, mage hand, poison spray, prestidigitation
1st level (4 slots): false life, mage armor
                                                
                                            
                                                
                                                     equipment he is wearing or carrying is absorbed by the new form. In ooze form, the Pudding King retains his alignment, hit points, Hit Dice, and Intelligence, Wisdom, and Charisma scores, as well as
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     components:
At will: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, Asha has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely
                                                
                                            
                                                
                                                    ":"Spellcasting"} to hit with spell attacks). Asha has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     attacks). He has the following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, spare the dying1st level (4 slots): detect evil and good, healing word, sanctuary, shield of
                                                
                                            
                                                
                                                     faith2nd level (3 slots): calm emotions, prayer of healing, silence3rd level (2 slots): protection from energy, remove curse, sending
Evasion. If Hlam is subjected to an effect that allows him to make a
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat.
Since gaining his position, Titivilus has convinced Dispater that countless
                                                
                                            
                                                
                                                     plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater has withdrawn to his palace and left day-to-day decisions to Titivilus, even
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                     save DC 17, +9;{"diceNotation":"1d20+9","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). Diderius has the following wizard spells prepared:
Cantrips (at will): minor illusion
                                                
                                            
                                                
                                                     dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Diderius targets one creature he can see within 60 feet of him. If the target
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     damage, as well as resistance to fire damage and bludgeoning, piercing, and slashing damage from nonmagical weapons. It also has immunity to the following conditions: exhaustion, grappled, paralyzed
                                                
                                            
                                                
                                                     regains after finishing a short or long rest, and knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand
1st level: armor of Agathys, expeditious retreat, hex
2nd
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    Sunlight Sensitivity. While in sunlight, Withers has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Magical Amulet. He wears an amulet of the black skull
                                                
                                            
                                                
                                                    ":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): acid splash, mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    ","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Drivvin can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will
                                                
                                            
                                                
                                                     disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    "} to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, shocking grasp
1st level (4 slots): magic missile, shield, thunderwave
                                                
                                            
                                                
                                                     with two hands to make a melee attack.A werewolf is a savage predator that can appear as a humanoid, as a wolf, or in a terrifying hybrid form—a furred and well-muscled humanoid body topped by a ravening wolf’s head.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     to the waters of the River Styx, as well as any effect that would steal or modify its memories or detect or read its thoughts.
Watery Advantage. While submerged in liquid, the hydroloth has advantage
                                                
                                            
                                                
                                                    , it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early.
Teleport. The hydroloth magically
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    +9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at
                                                
                                            
                                                
                                                     Sensitivity. While in sunlight, Vizeran has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     following wizard spells prepared:
Cantrips (at will): fire bolt, friends, mage hand, minor illusion, prestidigitation
1st level (4 slots): disguise self, Jim's magic missile,* shield, mage armor
2nd level (3
                                                
                                            
                                                
                                                     follows him as chief arcanist (and occasional arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     is Wisdom (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The mummy lord has the following cleric spells prepared:
Cantrips
                                                
                                            
                                                
                                                     to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy lord targets one creature it can see within 60
                                                
                                            
                                        
                                                     Magic Items
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    , and a Charisma of 16, as well as hearing and darkvision out to a range of 30 feet.
The orb can speak, read, and understand Common, and it can communicate telepathically with any creature touching it
                                                
                                            
                                                
                                                     cursed creature is incapacitated.
After either of these effects ends, the affected creature is no longer cursed. The curse can also be removed from a creature with a remove curse spell or similar
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    ","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). Valin has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command
                                                
                                            
                                                
                                                     lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Valin targets one creature she can see within 60 feet of her. If the target can see Valin, it must succeed on a DC 16
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): protection from evil and good, magic missile, shield
2nd level (3 slots
                                                
                                            
                                                
                                                    . The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6;{"diceNotation":"3d6","rollType":"damage","rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     charmed, and magic can't put him to sleep.
Sunlight Sensitivity. While in sunlight, K'thriss has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Innate
                                                
                                            
                                                
                                                    ":"Spellcasting"} to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest, and knows the following warlock spells:
Cantrips (at will): chill touch, eldritch
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the
                                                
                                            
                                                
                                                     sphinx has the following wizard spells prepared:
Cantrips (at will): friends, mage hand, message
1st level (4 slots): command, ensnaring strike, shield
2nd level (3 slots): calm emotions, hold person
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     spell attacks). Madam Eva has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, thaumaturgy
1st level (4 slots): bane, command, detect evil and good, protection
                                                
                                            
                                                
                                                    . The target must succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts until ended with a greater restoration spell, a remove curse
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3
                                                
                                            
                                                
                                                     curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to spores. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    ","rollAction":"Spellcasting"} to hit with spell attacks). Acererak has the following wizard spells prepared:
Cantrips (at will): mage hand, ray of frost, shocking grasp
1st level (at will): ray of
                                                
                                            
                                                
                                                     has vulnerability to necrotic damage. Greater Restoration, remove curse or similar magic ends the curse on the target.Acererak can take 3 legendary actions, choosing from the options below. Only one
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following wizard spells prepared:
Cantrips
                                                
                                            
                                                
                                                    ’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
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    . Isperia is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain her intentions or
                                                
                                            
                                                
                                                    ":"Spellcasting"} to hit with spell attacks). Isperia has the following cleric spells prepared:
Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy
1st level (4 slots): command
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     cleric spells prepared:
Cantrips (at will): guidance, light, mending, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
                                                
                                            
                                                
                                                    ): augury, lesser restoration, protection from poison
3rd level (3 slots): magic circle, remove curse, speak with dead
4th level (3 slots): death ward, freedom of movement
5th level (1 slot): dispel
                                                
                                            
                                        






