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Returning 35 results for 'concoction rolls guardian to have remains'.
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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
Magic Items
Dungeon Master’s Guide
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
–48
Guardian Naga
49–51
Hill Giant
52–54
Hobgoblin Warrior
55–57
Incubus
58–60
Iron Golem
61–63
Knight
64–66
Kobold
Monsters
Monster Manual
Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
Berserk. Whenever the golem starts its turn Bloodied, roll
creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied.
The golem’s creator, if
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
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that
on a hit.
Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage
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
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
.
Moonblade Properties
1d100
Property
01-60
Increase the weapon’s bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus.
61
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
on Initiative rolls.
Necrotic Reduction. As a Magic action, you can target one creature you can see within 5 feet of yourself. The target makes a DC 18 Constitution saving throw, taking 7d6 Necrotic
Monsters
Curse of Strahd
spells, requiring no material components:
3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis
False Appearance. While the figure in the portrait remains motionless, the portrait
becomes inanimate and is too damaged to be of much use or value to anyone.
A guardian portrait looks like a finely rendered and beautifully framed work of art, usually depicting someone important in a
Spells
Xanathar's Guide to Everything
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great
of 120 feet.
You make Strength-based attack rolls with advantage.
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree. Your skin appears barky, leaves sprout from your
Monsters
Vecna: Eve of Ruin
berserk. On each of its turns while berserk, the bearer has advantage on melee attack rolls, it can Dash as a bonus action, and it must attack the nearest creature it can see. If no creature is near
enough to move to and attack, the bearer attacks an object, with preference for an object smaller than itself. Once the bearer goes berserk, it remains berserk until it is destroyed or its creator gives it
Monsters
Acquisitions Incorporated
False Appearance. While the clockwork dragon remains motionless, it is indistinguishable from a metal statue.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction
dragons. Plated in brass, bronze, copper, or faux gold and silver, they are often taken for fine draconic statues at first glance. A clockwork dragon makes a formidable guardian or defender, with its
Monsters
Guildmasters’ Guide to Ravnica
Assassinate. During its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hybrid scores against a surprised creature is a
":"poison"} poison damage on a failed save, or ending the effect on itself on a successful one.The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of
Monsters
Bigby Presents: Glory of the Giants
while creating art might rise as a cairnwight and continue the work. Once the artwork is completed, the cairnwight remains as its undying guardian.
A cairnwight looks much like an emaciated stone
Monsters
The Book of Many Things
) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or the drone is destroyed. A drone can have only one detention orb active at a time; if the drone
mechanical animal or plant.
This Construct doesn’t have a control amulet and can’t be controlled like other shield guardian;shield guardians.Poison
Monsters
Mythic Odysseys of Theros
all others. Over time, such a resident nymph often becomes connected with their aquatic home through sightings and stories, becoming a guardian of the place and, in effect, a manifestation of its
personality.
Aquatic Collectors. Curious by nature, naiads often seek out what the seas and rivers claim. As a result, they might be found among sunken ruins and shipwrecks, sifting through the remains
Monsters
Out of the Abyss
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
.
One with Shadows. While he is in dim light or darkness, Narrak can become invisible. He remains so until he moves or takes an action or reaction.
Monsters
Out of the Abyss
weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing
damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.Pseudopod. Melee
Monsters
Waterdeep: Dragon Heist
(escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object
.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.Multiattack. The Giant Mimic attacks twice with its Pseudopod and once with its Bite.
Pseudopod. Melee Weapon
Magic Items
Bigby Presents: Glory of the Giants
rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the
cast one of the following spells from it (save DC 18): create food and water (1 charge), warding bond (2 charges), guardian of faith (3 charges).
Magic Items
The Book of Many Things
use a bonus action to transform it into a magic longsword. You are considered proficient with the sword, and you have a +1 bonus to attack and damage rolls made with it. On a hit, the sword deals
1d10 force damage. The item remains in its sword form until it leaves your grasp or you use another bonus action to revert it to its key form.
If you end your attunement to the item while it’s in its sword form, it automatically reverts to its key form.
Monsters
Candlekeep Mysteries
by it (escape DC 10). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary
object.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.Pseudopod. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Pseudopod
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls until the end of the warlock’s next turn.
Spellcasting. The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
At
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
Monsters
Guildmasters’ Guide to Ravnica
Focus. As a bonus action, the giant can target a creature it can see within 30 feet of it and make that creature its focus. The target remains the giant’s focus for 1 minute, or until either
","rollType":"damage","rollAction":"Greataxe","rollDamageType":"slashing"} slashing damage. If the Orzhov giant scores a critical hit, it rolls the damage dice three times, instead of twice.
Rock. Ranged
Monsters
Tales from the Yawning Portal
weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing
damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Reduced Threat
Monsters
Tales from the Yawning Portal
weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing
damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.Pseudopod. Melee
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Cunning Opportunist. The stone cursed has advantage on the attack rolls of opportunity attack;opportunity attacks.
False Appearance. If the stone cursed is motionless at the start of combat, it has
, animating the statue and turning it into a useful guardian.
Stone cursed possess a malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and
Monsters
Waterdeep: Dungeon of the Mad Mage
weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing
damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Enlarge
Monsters
Tales from the Yawning Portal
Echolocation. The darkmantle can't use its blindsight while deafened.
False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or
the darkmantle is attached in this way.
While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also
Monsters
The Book of Many Things
Guardian Aura. Whenever a creature of Asteria’s choice within 30 feet of her makes a saving throw, Asteria can give the creature advantage on the saving throw (no action required). This trait
spectral shield lasts until the start of Asteria’s next turn. While the shield is orbiting the creature, the creature has half cover, is immune to the frightened condition, and makes weapon attack rolls with advantage.
Monsters
Tales from the Yawning Portal
takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits White Maw is destroyed after
dealing damage.
White Maw can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While White Maw remains motionless, it is indistinguishable from white stone.
Killer Response
Monsters
Quests from the Infinite Staircase
Pack Tactics. The vegepygmy has advantage on attack rolls against a creature if at least one of the vegepygmy’s allies is within 5 feet of the creature and the ally doesn’t have the
long as the climate remains hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, Piercing
Monsters
Waterdeep: Dungeon of the Mad Mage
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
demons. The summoned demon remains until Drivvin dismisses it as an action or until the demon is reduced to 0 hit points.Archmages are powerful (and usually quite old) spellcasters dedicated to the
Monsters
The Wild Beyond the Witchlight
extraordinarily long, spindly limbs. She must submerge herself in a briny concoction for an hour each day, or her body will dry out until it locks up in a kind of living rictus, and she remains that way until
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