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Returning 35 results for 'comes remaining gain to have remains'.
Monsters
Monster Manual
killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move
through an opening large enough for a Medium creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two Vile Slime attacks.
Vile Slime. Melee
Spells
Player’s Handbook
You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.
No one
but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this
Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with
and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an
Spells
Player’s Handbook
that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly
circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.
When you first gain the ability to cast this spell, you learn the sigil sequences for two
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
physical remains.
Sphere Interactions. If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such as that within a Portable Hole
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
.
You gain the following benefits while wearing the helm.
Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the
.
Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems
Magic Items
Dungeon Master’s Guide
you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it disappears. Unless the card is the Fool or
Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)
Deck of Many Things
Magic Items
Dungeon Master’s Guide
2 minor detrimental properties
1 major detrimental property
The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus.
Protection. You gain a +3 bonus to
following day, remaining until Orcus dismisses them.
Sentience. The Wand of Orcus is a sentient Chaotic Evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and
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
Clairvoyance
2
Crown of Madness
1
Disintegrate
4
Dominate Monster
5
Eyebite
4
X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1
Magic Items
Dungeon Master’s Guide
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
those hours pass, anyone who opens the book’s remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semisentient domain
Spells
Player’s Handbook
the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Murder. As long as the night blade is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such
charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.
Bloodletters. All cultists of Bhaal learn to call upon their god’s power to leave their
Monsters
Spelljammer: Adventures in Space
’t harmed by it. Consequently, they are as much at home in the void of Wildspace as they are in dark alleys and dungeons. A feyr that comes across a spelljamming ship tries to enter the ship’s
air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a confrontation.
Magic Items
Icewind Dale: Rime of the Frostmaiden
its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping.
If
water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Murder. As long as the reaper is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.
Innate
, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.
Bloodletters. All cultists of Bhaal
Monsters
Candlekeep Mysteries
Alternate Forms. The gingwatzim has two alternate forms, both of which are chosen by its creator when the gingwatzim comes into being. One form is an exact duplicate of a Tiny nonmagical object (such
);{"diceNotation":"4d6+2","rollType":"damage","rollAction":"Energy Drain","rollDamageType":"necrotic"} necrotic damage, and the target must succeed on a DC 12 Constitution saving throw or gain 1 level of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.Warlocks of the Archfey gain their powers through magical pacts forged with lords
Monster Manual).
Warlocks
Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
gingerbrute is destroyed, a creature can use its action to eat all the remains and gain 5 temporary hit points. The remains crumble away after 24 hours if not eaten.Multiattack. The gingerbrute makes two
Monsters
Thieves’ Gallery
Reckless. At the start of her turn, Holga can gain advantage on melee weapon attack rolls during that turn, but attack rolls against her have advantage until the start of her next turn.
Special
when her ire is up, Holga wields anything that comes to hand—from weapons to snacks. Her unwavering loyalty makes her a fierce defender of allies, particularly her best friend, Edgin Darvis;Edgin
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Murder. As long as the death's head is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage
. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.
Bloodletters. All cultists of Bhaal learn to call upon their god's power to leave their
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
expended. You can use a bonus action to deactivate the armor early, but doing so doesn’t recover any expended charges.
While the armor is active, you gain the following benefits:
Augmented
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
Princes of the Apocalypse
attempts to leave the area, remaining frightened while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage
(Costs 2 Actions). Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain
of its hit points remaining, the swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: command
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain
poison can also stop them before they kill their host.
Single Rot Grub
Rot grubs pose a threat both singly and as a swarm. A single rot grub has no stat block.
Any creature that comes into contact
Monsters
Waterdeep: Dragon Heist
hulking shadow that glares from its perch, rains down death in the form of long black arrows, and slinks off without so much as a whisper. Where he comes from — if he even has a home — remains a mystery, as
Backgrounds
Dragonlance: Shadow of the Dragon Queen
;ve trained among the Mages, but whether you’ll face the dangerous test required to become a full member of the group remains to be determined. Your passion for studying magic has likely already
Feature: Initiate of High Sorcery
You gain the Initiate of High Sorcery feat.
In addition, the Mages of High Sorcery provide you with free, modest lodging and food indefinitely at any occupied Tower of High Sorcery and for one night at the home of an organization member.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place.PoisonChange Shape
(Recharges after a Short or Long Rest). The drow magically transforms into a Large spider, remaining in that form for up to 1 hour, or back into its true form. Its statistics, other than its size, are
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
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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
reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
or carrying, turns invisible and teleports to an unoccupied space it can see within 30 feet of itself. The seeker remains invisible until the start of its next turn or until immediately after the seeker makes an attack roll, whichever comes first.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then
cunning enough to change its color to match and then conceal itself under a thin layer of vegetation or actual snow.
A trapper that lurks on the floor of its hunting grounds can cover any remains there
Magic Items
Curse of Strahd
, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.
The essence of Markovia&rsquo
;s saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.