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Returning 35 results for 'cure require great to have requires'.
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Spells
Player’s Handbook
our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.
Payment can take a variety of forms. A Celestial might require a sizable donation of gold
measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can
Magic Items
Waterdeep: Dungeon of the Mad Mage
) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.
While holding the shield, you benefit from the following properties.
Winter’s Friend. You are immune to
the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest
Monsters
Storm King's Thunder
target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Shortbow","rollDamageType":"piercing"} piercing damage.
Spellcasting (Requires a Sacred Bundle). The shaman casts one
require some sort of blood sacrifice, and their effects are usually transformative. For example, some Black Raven shamans know a ritual that allows them to hatch giant ravens from normal raven eggs, and
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum
Monsters
Baldur’s Gate: Descent into Avernus
","rollAction":"Spellcasting"} to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): guidance, sacred flame, thaumaturgy
1st level (4 slots): bane, bless, cure wounds
","rollDamageType":"necrotic"} necrotic damage.
Guiding Bolt (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Guiding Bolt"} to
Magic Items
Tyranny of Dragons
device, and it is so large that it requires two Medium creatures (or one Large or bigger creature) to hold it while a third creature sounds it, making the earth resonate to its call.
The low, moaning
drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum
Monsters
Fizban's Treasury of Dragons
, thaumaturgy
1/day each: enhance ability, flame strike, mass cure wounds, revivify, tonguesDragon blessed are the acolytes of dragons, whom they revere as gods. They wield magic to heal and support those
their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their
Monsters
Mythic Odysseys of Theros
). It can innately cast the following spells, requiring no material components:
3/day each: cure wounds, charm person, sleep
1/day each: calm emotions, lesser restoration, plant growth
Magic
facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn't require food, drink, or sleep.
PoisonRadiant
Monsters
Mythic Odysseys of Theros
various types of eidolons, ghostblade eidolons typically arise from fallen warriors and believe they're endlessly embroiled in great battles.
Undead Nature. An eidolon doesn't require air, food, drink, or sleep.PoisonNecrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Journeys through the Radiant Citadel
Magic Resistance. The pari has advantage on saving throws against spells and other magical effects.
Unusual Nature. The pari doesn’t require food, drink, or sleep.Multiattack. The
: detect evil and good
2/day each: cure wounds (as a 6th-level spell), lesser restoration
1/day each: commune (as an action), dispel evil and goodA pari is an angelic harbinger gifted with foresight
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s
Monsters
Van Richten’s Guide to Ravenloft
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unusual Nature. The mind flayer doesn’t require air, food, or sleep.Multiattack. The mind flayer makes
psychic damage dies.When the mind flayers of Bluetspur (see chapter 3) could find no cure for their overlord’s affliction, their degenerating elder brain turned to radical methods to stave off
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell
Monsters
Mordenkainen Presents: Monsters of the Multiverse
sense, entangle, speak with animals
3/day each: animal messenger, dominate beast, faerie fire, tree stride
1/day each: commune with nature (as an action), mass cure woundsArchdruids watch over the
natural wonders of their domains. They seldom interact with folk away from their druid groves and shrines, unless there is a great threat to the natural order or to a nearby community. An archdruid
Vampiric Mist
Legacy
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Monsters
Tales from the Yawning Portal
without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires fingers or manual dexterity.
Sunlight
), several clouds of vampiric mist appear and attempt to engulf any who don’t escape the place quickly.
Undead Nature. A vampiric mist doesn’t require air or sleep.PoisonAcid, Cold, Lightning, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep.Multiattack. The deathlock makes two Deathly Claw or Grave Bolt attacks.
Deathly Claw. Melee Weapon Attack: +6
lesser creatures to help them carry out their missions, becoming the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil.
Deathlocks
The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The collector has advantage on saving throws against spells and other magical effects.
Unusual Nature. The collector doesn’t require air, food, drink, or sleep.Multiattack
great battle—either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those
Monsters
Mordenkainen Presents: Monsters of the Multiverse
without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires fingers or manual dexterity.
Sunlight
doesn’t require air or sleep.Life Drain. The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (Undead and Constructs automatically succeed
Magic Items
Tasha’s Cauldron of Everything
requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
If you don’t have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can’t be used again until the next dawn.
Monsters
Guildmasters’ Guide to Ravnica
, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders.
Undead Nature. A Nightveil
specter and its gloamwing mount don't require air, food, drink, or sleep.PoisonNecrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
The Book of Many Things
this action again.
Spellcasting. The living portent casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:
2/day: Cure Wounds
1/day each
the living portents impact the earth, they carve great craters, yet miraculously, none who live in the impact zone are harmed. These beings of light then assume Humanoid forms to blend in with the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the stone cursed isn’t a statue.
Unusual Nature. The stone cursed doesn’t require air, food, drink, or sleep.Petrifying Claws. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType
that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim’s spirit
Monsters
Baldur’s Gate: Descent into Avernus
: bless, cure wounds, protection from evil and good
1/day each: banishment, heal, raise dead, shapechange (into a golden-furred mammoth with feathered wings and a flying speed of 120 ft.), teleport
, rapidly fluttering wings that not only hold it aloft but also propel it at great speed. Although kind, a hollyphant won't bear witness to an evil act without punishing the malefactor. Its pearlescent
Monsters
Waterdeep: Dragon Heist
":"damage","rollAction":"Hurled Stone","rollDamageType":"bludgeoning"} bludgeoning damage.Scattered throughout Waterdeep are eight enormous statues that can defend the city in times of great peril
little danger — but any structures attached to a walking statue are destroyed the first time it animates.
Constructed Nature. A walking statue doesn’t require air, food, drink, or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Turn Resistance. The deathlock has advantage on saving throws against any effect that turns Undead.
Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep.Multiattack. The
a good god, while one that serves a Great Old One might hunt for the materials needed to call forth a horrifying entity into the world. To accomplish a difficult goal, the deathlock might be forced
Monsters
Waterdeep: Dungeon of the Mad Mage
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
Monsters
Eberron: Rising from the Last War
idol can innately cast the following spells, requiring no material components:
At will: charm person, cure wounds, disguise self, thaumaturgy
1/day each: commune, dominate person, insect plague, mass
material power, it begins twisting its followers, leading them ever deeper into ominous ritualism, hedonistic folly, and fanatical doom.
Immortal Nature. A radiant idol doesn't require food, drink, or sleep.Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks