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Returning 28 results for 'charges drain'.
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charges dragon
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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
(1 slot): telekinesisMultiattack. The wight makes two longsword attacks. It can use its Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
Monsters
Mordenkainen Presents: Monsters of the Multiverse
all magical properties until the start of the gauth’s next turn. If the object is a charged item, it also loses 1d4;{"diceNotation":"1d4","rollType":"roll"} charges. Determine the affected item
to drain. A gauth might employ creatures to bring it items that can provide it with sustenance.
When the ritual to summon a spectator goes wrong, a gauth might push itself through the flawed
Magic Items
Baldur’s Gate: Descent into Avernus
-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
Using a Soul Coin. A soul coin has 3 charges
. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:
Drain Life. You siphon away some of the soul’s essence and gain 1d10
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
with Replicate Magic Item and that uses charges. You expend a level 1+ spell slot and recharge the item. The number of charges the item regains is equal to the level of spell slot expended. Drain Magic
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
with Replicate Magic Item and that uses charges. You expend a level 1+ spell slot and recharge the item. The number of charges the item regains is equal to the level of spell slot expended. Drain Magic
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
with Replicate Magic Item and that uses charges. You expend a level 1+ spell slot and recharge the item. The number of charges the item regains is equal to the level of spell slot expended. Drain Magic
Magic Items
Waterdeep: Dragon Heist
of power (see the Dungeon Master’s Guide) in addition to the following properties.
Animate Walking Statues. You can expend 1 or more of the staff’s charges as an action to animate or
deactivated or if the staff is broken.
Dispel Magic. You can expend 1 of the staff’s charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
pigments used to paint the tomb’s murals. The muralists drain him with tools crafted from the beaks of stirges, keeping him barely alive with healing magic. Nolzur is too weak to escape on his own, but
muralists to arrive here to collect more blood, for use in either area 3 or 10. Spending 2 charges also restores a measure of health to Nolzur, equivalent to the effect of a cure wounds spell.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
pigments used to paint the tomb’s murals. The muralists drain him with tools crafted from the beaks of stirges, keeping him barely alive with healing magic. Nolzur is too weak to escape on his own, but
muralists to arrive here to collect more blood, for use in either area 3 or 10. Spending 2 charges also restores a measure of health to Nolzur, equivalent to the effect of a cure wounds spell.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
pigments used to paint the tomb’s murals. The muralists drain him with tools crafted from the beaks of stirges, keeping him barely alive with healing magic. Nolzur is too weak to escape on his own, but
muralists to arrive here to collect more blood, for use in either area 3 or 10. Spending 2 charges also restores a measure of health to Nolzur, equivalent to the effect of a cure wounds spell.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Coin. A Soul Coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a Soul Coin and do one of the following: Drain Life. You siphon away some of the soul’s
removes a curse on a Soul Coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin rusts from within and is destroyed once the soul is released. A freed soul travels to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following: Drain Life. You siphon away some of the
soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following: Drain Life. You siphon away some of the
soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following: Drain Life. You siphon away some of the
soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Coin. A Soul Coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a Soul Coin and do one of the following: Drain Life. You siphon away some of the soul’s
removes a curse on a Soul Coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin rusts from within and is destroyed once the soul is released. A freed soul travels to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Coin. A Soul Coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a Soul Coin and do one of the following: Drain Life. You siphon away some of the soul’s
removes a curse on a Soul Coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin rusts from within and is destroyed once the soul is released. A freed soul travels to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
expend 1 or more of the staff’s charges as an action to animate or deactivate one or more of the walking statues of Waterdeep (see appendix B). You must be in the city to use this property, and you can
walking statue becomes inanimate if deactivated or if the staff is broken. Dispel Magic. You can expend 1 of the staff’s charges as a bonus action to cast dispel magic on a creature, an object, or a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
expend 1 or more of the staff’s charges as an action to animate or deactivate one or more of the walking statues of Waterdeep (see appendix B). You must be in the city to use this property, and you can
walking statue becomes inanimate if deactivated or if the staff is broken. Dispel Magic. You can expend 1 of the staff’s charges as a bonus action to cast dispel magic on a creature, an object, or a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
expend 1 or more of the staff’s charges as an action to animate or deactivate one or more of the walking statues of Waterdeep (see appendix B). You must be in the city to use this property, and you can
walking statue becomes inanimate if deactivated or if the staff is broken. Dispel Magic. You can expend 1 of the staff’s charges as a bonus action to cast dispel magic on a creature, an object, or a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
survive on meat but prefers to sustain itself with power drained from magic objects. If starved of magic for several weeks, it is forced back to its home plane, so it constantly seeks new items to drain. A
immediately or several minutes later. It might present itself as a beholder to ignorant creatures in an attempt to intimidate them, or as a spectator to its summoner in order to drain magic items it
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
survive on meat but prefers to sustain itself with power drained from magic objects. If starved of magic for several weeks, it is forced back to its home plane, so it constantly seeks new items to drain. A
immediately or several minutes later. It might present itself as a beholder to ignorant creatures in an attempt to intimidate them, or as a spectator to its summoner in order to drain magic items it
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
survive on meat but prefers to sustain itself with power drained from magic objects. If starved of magic for several weeks, it is forced back to its home plane, so it constantly seeks new items to drain. A
immediately or several minutes later. It might present itself as a beholder to ignorant creatures in an attempt to intimidate them, or as a spectator to its summoner in order to drain magic items it
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature.
Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14
tentacle on another target. The death kiss has ten tentacles.
Blood Drain. One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature.
Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14
tentacle on another target. The death kiss has ten tentacles.
Blood Drain. One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature.
Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14
tentacle on another target. The death kiss has ten tentacles.
Blood Drain. One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
drink blood, Tloques must first drain it into a receptacle and then drink it, which can reduce the target’s hit point maximum as a normal vampire spawn bite does. Tloques will not pursue fleeing grave
wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast. The axe has 12 charges and regains 1d6
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
drink blood, Tloques must first drain it into a receptacle and then drink it, which can reduce the target’s hit point maximum as a normal vampire spawn bite does. Tloques will not pursue fleeing grave
wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast. The axe has 12 charges and regains 1d6
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
drink blood, Tloques must first drain it into a receptacle and then drink it, which can reduce the target’s hit point maximum as a normal vampire spawn bite does. Tloques will not pursue fleeing grave
wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast. The axe has 12 charges and regains 1d6






