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Returning 35 results for 'charges weapons remains'.
Monsters
Candlekeep Mysteries
, impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons. The golem remains a noncombatant unless it is directly attacked.
The Sapphire
The sapphire is inside the
Weapons. The golem’s weapon attacks are magical.Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Slam"} to
Magic Items
Dungeon Master’s Guide
holding or carrying the talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Ultimate End. The talisman has 6 charges
no remains. On a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
Magic Items
Dungeon Master’s Guide
talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Pure Rebuke. The talisman has 7 charges. While wearing or holding
makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On
Magic Items
Dungeon Master’s Guide
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must
Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
Magic Items
Dungeon Master’s Guide
of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain
. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
Equipment
.
Activating the Belt. As a bonus action, you can expend any number of the belt’s charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate
the belt early, but doing so doesn’t recover any expended charges.
When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet
Monsters
The Wild Beyond the Witchlight
Special Equipment. Skylla carries an eldritch staff (see appendix A) with 10 charges. The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Charges regained"} expended
charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last charge"}; on a 1, the staff is destroyed.Multiattack. Skylla makes two
Equipment
armor, even when it has 0 charges remaining.
Activating the Armor. As an action, you can expend any number of the armor’s charges to activate it; the armor remains active for 1 hour per charge
powered by an energy cell stored in a compartment on the thigh plate.
Placing a full energy cell in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of normal plate
Magic Items
Waterdeep: Dragon Heist
While holding the dragonstaff of Ahghairon, you have advantage on saving throws against the spells and breath weapons of dragons, as well as the breath weapons of other creatures of the dragon type
until the creature is touched again by the staff or until a time you proclaim when you confer the benefit.
The staff has 10 charges. While holding it, you can expend 1 charge as an action to cast the
Orcus
Legacy
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Monsters
Out of the Abyss
Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak
with dead. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2
Monsters
The Book of Many Things
its weapons and anything else it was carrying.Multiattack. The drone makes two fist attacks or four shortbow attacks.
Fist. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit
up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or
Monsters
Quests from the Infinite Staircase
salvage materials from their surroundings. Vegepygmy scavengers use stealth to bring food, tools, and weapons back to the colony. These scavengers leverage their nimbleness and natural camouflage to
indefinitely so long as the climate remains hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, PiercingNimble Escape. The vegepygmy takes the Disengage or Hide action.
Magic Items
Phandelver and Below: The Shattered Obelisk
tower that remains until you use an action to touch the tower and speak the command word again, whereupon the tower shrinks back to a 1-inch-diameter granite sphere. The tower must be empty to shrink in
from nonmagical weapons excluding siege weapons, and resistance to all other damage. While merged with natural stone, the mudslick tower has immunity to all damage. Only a wish spell can repair the tower
Species
Eberron: Rising from the Last War
weapons and warforged, along with mundane arms and armor. The war raised the house up, and then tore it down. House Cannith was based in Cyre, and the Mourning destroyed the house leadership and key
facilities. Now three barons jockey to fill the leadership vacuum: the alchemist Jorlanna of Fairhaven, weaponsmith Zorlan of Korth, and Merrix of Sharn, innovator of warforged. It remains to be seen
Monsters
Spelljammer: Adventures in Space
, with the leech inside in larval form. A spore that remains attached to a ship for a few days punctures the hull and begins to develop a hard shell that roughly matches the color of the hull. The
defensive measure. If the crew of a ship becomes aware of leeches that have become attached, it’s customary for them to try to scrape the leeches off the hull rather than attack them with weapons
Monsters
Spelljammer: Adventures in Space
robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the Astral Sea. Every hundred years or so, psurlons leave their astral
corpse and on each other until only one remains. This worm crawls out of the putrescent remains of its dead host as an adult psurlon.Psychic
Monsters
Spelljammer: Adventures in Space
richly colored robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the Astral Sea. Every hundred years or so, psurlons leave
worms feed on the corpse and on each other until only one remains. This worm crawls out of the putrescent remains of its dead host as an adult psurlon.Psychic
Monsters
Spelljammer: Adventures in Space
maw ringed with teeth. Psurlons adorn themselves in richly colored robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the
producing a Tiny worm. For the next seven days, the worms feed on the corpse and on each other until only one remains. This worm crawls out of the putrescent remains of its dead host as an adult psurlon.Psychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
alhoon targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.Mind flayers that
. However, wizardry remains a temptation. In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of
Monsters
Baldur’s Gate: Descent into Avernus
Resistance. Bel has advantage on saving throws against spells and other magical effects.
Magic Weapons. Bel’s weapon attacks are magical.Multiattack. Bel makes three attacks: two with his
summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it as an action.From his bastion, Zariel’s second-in-command and the former lord of Avernus
Monsters
Mordenkainen Presents: Monsters of the Multiverse
breaks open on impact. A swarm of rot grubs emerges from the shattered pot and remains a hazard in that square.
Scorpion on a Stick. The kobold makes a melee attack with a scorpion (see the Monster
swarm disperses.
A kobold inventor builds improvised weapons to gain an advantage in combat. These weapons last for only one or two attacks before they break and typically work only for the inventor, but
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Baphomet use mazes and complex knots as their emblems. They create secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and
civilization.
Baphomet wields a great glaive called Heartcleaver. He also charges his enemies and gores them with his horns, trampling his foes into the earth and rending them with his teeth like a
Monsters
Baldur’s Gate: Descent into Avernus
, dispel magic, hellish rebuke, invisibility, major image, speak with dead, suggestion
1/day each: banishment, demiplane, dominate person, fly, forcecage, geas, plane shift, true seeing
Magic Weapons
in an unoccupied space within 60 feet of him, acts as his ally, and can’t summon other devils. The erinyes remains for 10 minutes or until Mahadi dismisses it as an action. If the erinyes dies
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"bludgeoning"} bludgeoning damage.
If the hellfire engine remains in the prone creature’s space, the creature is also restrained until it’s no longer in the same space as the hellfire engine
feet of the hellfire engine and is no longer restrained.
Hellfire Weapons. The hellfire engine uses one of the following options (choose one or roll a d6;{"diceNotation":"1d6","rollType":"roll
Monsters
Princes of the Apocalypse
Empowered Attacks. Imix’s slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
Fire Aura. At the start of each of Imix’s turns
him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that Imix moves into its space. Nonmagical weapons that hit Imix are destroyed by fire
Monsters
Candlekeep Mysteries
":"Breath Weapon"}. Miirym uses one of the following breath weapons:
Cold Breath. Miirym exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw
unable to break the enchantment that bound her.
Time passed and so did Miirym, whose corpse has long since crumbled into dust. Unfortunately for Miirym, the enchantment remains in effect on her spirit
Magic Items
Waterdeep: Dragon Heist
1 minor detrimental property
Legend Lore. The Stone of Golorr has 3 charges and regains 1d3 expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the
transforms into mucus and is destroyed, and Golorr the aboleth appears in an unoccupied space within 30 feet of the stone’s remains. The aboleth is incensed by the stone’s destruction, and it attacks all other creatures it can see.
Magic Items
Keys from the Golden Vault
the painting remains a subject of debate. The portrait is one of several paintings commissioned by the late Daiyani Grysthorn, a crime lord who frequently gave magical paintings as gifts to her most
until you command it to stop or until your attunement to the painting ends.
The painting has 3 charges. When a creature the painting identifies as its enemy starts its turn in a space the painting
Monsters
Mordenkainen Presents: Monsters of the Multiverse
from the remains left behind when a Humanoid or a Giant is killed by russet mold (see “Russet Mold” below). One or more vegepygmies emerge from the corpse a day later.
Vegepygmies
to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of
Magic Items
Storm King's Thunder
creature can’t be touched or moved from the throne. Touching a Ruling Scepter to the force field dispels the field, though the creature remains paralyzed until it is separated from the throne.
Any
decisions of the throne’s master.
Properties of the Throne. The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
virtue. They have many responsibilities, from protecting townsfolk to embarking on adventures in the wilds. Knights are often equipped with fine armor and weapons, and they ride noble steeds of various
former oaths, the knights of the Verdant Order retain their focus on the five virtues of the courts, so their Knightly Virtue trait remains unchanged.
Monsters
Spelljammer: Adventures in Space
radiant energy of starlight through their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons.
Astral elves ply the Astral Sea and Wildspace in
space that the summoner can see, acts on its own initiative count, and is an ally of its summoner. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Monsters
Princes of the Apocalypse
Empowered Attacks. Ogrémoch’s slam attacks are treated as magical and adamantine for the purpose of bypassing resistance and immunity to nonmagical weapons.
Innate Spellcasting. Ogr
tremors"} rounds. At first, damage is minor — broken windows, cracked plaster, items toppled off shelves. The longer Ogrémoch remains, the stronger the tremors become. After 5 days, the