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Returning 35 results for 'daily mythos area'.
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Magic Items
Dungeon Master’s Guide (2024)
from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect
expend to cast the spell.
Spell
Charge Cost
Giant Insect
4
Insect Plague
5
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
Magic Items
Dungeon Master’s Guide (2024)
charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01–20
You cast
1d6 Psychic damage.
36–40
Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly
Magic Items
Dungeon Master’s Guide (2024)
expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges.
Retributive Strike. You can take a Magic action to break the staff over your knee
random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a
Magic Items
Dungeon Master’s Guide (2024)
Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
Magic Items
The Book of Many Things
. While you’re inside that area, your hammer glows with matching runes, and you gain a +3 bonus to attack and damage rolls made with this hammer. The rune circle disappears after 1 minute, when you
create another rune circle, or when you dismiss the rune circle as a bonus action. This hammer regains 1d3 expended charges daily at dawn.
Magic Items
Guildmasters’ Guide to Ravnica
charges daily at dawn.
Molten Spray. You can expend 1 charge as an action to loose a 30-foot cone of molten mizzium. Each creature in the area must make a DC 15 Dexterity saving throw, taking 5d4 fire
cylinder centered on a point you can see within 60 feet of you. Each creature in the area must make a DC 15 Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one.
Orcus
Legacy
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Monsters
Out of the Abyss
charges). The wand regains 1d4 + 3;{"diceNotation":"1d4+3","rollType":"roll","rollAction":"Wand of Orcus"} charges daily at dawn.
While holding the wand, Orcus can use an action to conjure undead
necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area are vulnerable to necrotic damage.Orcus is the Demon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area have vulnerability to necrotic damage.Orcus is the Demon Prince of Undeath, also
Monsters
Tomb of Annihilation
":"1d8+2","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.
Ring of Winter. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn
temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of −30 degrees Fahrenheit. Frost and
Magic Items
Tomb of Annihilation
regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties:
You can expend 1 charge as an action
and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of
Magic Items
Tomb of Annihilation
regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on
expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a
Magic Items
Tasha’s Cauldron of Everything
a random destination, which could be on a different world of the Material Plane.
Destroying the Teeth. Each tooth must be destroyed individually by sowing it in the area where the tooth’s story
it are removed. When you use this action, a shimmering image of a unicorn’s horn appears until the end of your turn, sprouting from your forehead. The tooth regains all expended charges daily at
monsters
that dwells high in the cold mountains. These creatures have an unclear, but indisputable, tie to the Mythos. Whether they arrived here from another world, were crafted by dark magic, or resulted from
its followers to conduct bizarre rites and bloody sacrifices, usually in honor of Mythos deities such as Ithaqua. The gnoph-keh acts as a herald, in its own inscrutable way, for these greater powers
monsters
.
Homefield Advantage. The area infested by the colour offers a variety of benefits to the creatures that aid it. Creatures under the colour’s influence gain the Mythos tag and the following
Lash", "rollDamageType":"Necrotic"} Necrotic damage.
Absorb Life (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Absorb Life"}. Constitution Saving Throw: DC 17, non-Mythos
monsters
complete mysteries.
What is known is that the flying polyps, similar to the elder things and other Mythos entities, are ancient creatures that perhaps existed before the gods. These creatures waged war
polyps, owing to their long wars with the elder things and other Mythos entities, kept their vaults isolated from the underdark, volcanic passages, and other paths that intruders could use.
These
spells
You contact a deity of the Cthulhu Mythos. You can ask the entity 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":""} questions that can be answered with yes or no. You must ask your
an answer instead.
When you cast this spell, roll a d20;{"diceNotation":"1d20", "rollType":"roll", "rollAction":""}. If you roll a 1, the deity appears in the nearest unoccupied space and attacks creatures (including you) in the area for the spell’s duration before returning to its realm.
Staff of Swarming Insects
Legacy
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Magic Items
Basic Rules (2014)
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses
for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
Pipes of Haunting
Legacy
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Magic Items
Basic Rules (2014)
within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you
saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
monsters
1 minute, the area within the Cone is drenched with slimy acid. When a creature enters the area for the first time on a turn or ends its turn there, it takes 22 (4d10);{"diceNotation":"4d10
... no voice save the imitated accents of their bygone masters.
—H.P. Lovecraft, At the Mountains of Madness
Shoggoths are among the most powerful and loathsome of Mythos monsters. As vast
monsters
1 minute, the area within the Cone is drenched with slimy acid. When a creature enters the area for the first time on a turn or ends its turn there, it takes 22 (4d10);{"diceNotation":"4d10
masters.
—H.P. Lovecraft, At the Mountains of Madness
Shoggoths are among the most powerful and loathsome of Mythos monsters. As vast sacks of protoplasm, these amphibious creatures form
monsters
tree when its shape was cast against the moon. The smell was appalling, like the stench of open graves.
—Malleus Monstrorum Volume I: Monsters of the Mythos
These horrid abominations are
its lair grow thick and verdant, creating natural barriers to dissuade explorers and intruders. Cultists learn the hidden paths that crisscross the area, allowing them to move in relative ease while
monsters
the stench of open graves.
—Malleus Monstrorum Volume I: Monsters of the Mythos
These horrid abominations are the “young” referred to in Shub-Niggurath’s epithet: &ldquo
and intruders. Cultists learn the hidden paths that crisscross the area, allowing them to move in relative ease while intruders struggle. Animals become overly aggressive and vicious, attacking non
magic-items
normally in magical and nonmagical Dim Light and Darkness.
Soothing Darkness (Rare+). Creatures of your choice in the area of a Darkness spell that you cast have Resistance to Psychic damage
.
Whispers of Night (Rare+). You can cast Darkness from the mask. This property can be used four times, regaining all expended uses daily at dusk.
Balm of Midnight (Very Rare+). At the start of your turn, a
magic-items
normally in magical and nonmagical Dim Light and Darkness.
Soothing Darkness (Rare+). Creatures of your choice in the area of a Darkness spell that you cast have Resistance to Psychic damage
.
Whispers of Night (Rare+). You can cast Darkness from the mask. This property can be used twice (Very Rare+: four times), regaining all expended uses daily at dusk.
magic-items
normally in magical and nonmagical Dim Light and Darkness.
Soothing Darkness (Rare+). Creatures of your choice in the area of a Darkness spell that you cast have Resistance to Psychic damage
.
Whispers of Night (Rare+). You can cast Darkness from the mask. This property can be used twice (Very Rare+: four times), regaining all expended uses daily at dusk.
Balm of Midnight (Very Rare+). At the
monsters
agents in the world. They venture forth from the ocean depths when called by a cult of Cthulhu, protecting the cult from its enemies and lending the Mythos lore needed to enact the cult’s aims
knows when a sealed chamber deep within an ancient dungeon might contain vast riches, or a patient star-spawn waiting.
Horrid Inspiration. Humans living within the area of an entombed and sleeping
monsters
cult of Cthulhu, protecting the cult from its enemies and lending the Mythos lore needed to enact the cult’s aims. Invariably, when one of those horrors appears, the Cthulhu cult is on the rise in
riches, or a patient star-spawn waiting.
Horrid Inspiration. Humans living within the area of an entombed and sleeping star-spawn may be subject to its psychic residue, a form of dream sending that can
magic-items
normally in magical and nonmagical Dim Light and Darkness.
Soothing Darkness (Rare+). Creatures of your choice in the area of a Darkness spell that you cast have Resistance to Psychic damage
.
Whispers of Night (Rare+). You can cast Darkness from the mask. This property can be used twice (Very Rare+: four times), regaining all expended uses daily at dusk.
Balm of Midnight (Very Rare+). At the
Wand of Wonder
Legacy
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Magic Items
Basic Rules (2014)
feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly
determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed
monsters
;Iä! Iä! Shub-Niggurath! The Black Goat of the Woods with a Thousand Young!”
—H.P. Lovecraft, The Whisperer in Darkness
Shub-Niggurath is a primordial Mythos entity who
great numbers, tapping into the magic of this Mythos entity to multiply and thrive.
Twisted Promises. Cults of Shub-Niggurath begin innocently enough. A village deep in a primal forest, or a group
magic-items
+ the hide’s bonus) from the cloak. This property can be used three times, regaining all expended uses daily at dusk.
Hellfire Maw (Very Rare+). As a Magic action, you can exhale hellfire in a 30
-foot Cone. Each creature in the area must make a Dexterity saving throw (DC = 16 + the hide’s bonus). On a failed save, a creature takes 4d6 Fire damage and 4d6 Necrotic damage, and it can&rsquo
Staff of Power
Legacy
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Magic Items
Basic Rules (2014)
rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2
staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown
magic-items
Scorching Ray (level 5 version, +11 to hit) from the lantern. This property can be used three times, regaining all expended uses daily at dusk.
Warding Light (Legendary). The lantern’s area of
or ignite its light as a Bonus Action while you are within 30 feet of it.
Revealing Flame (Rare+). Creatures in the Border Ethereal within the area of the lantern’s Bright Light are visible to
magic-items
Scorching Ray (level 5 version, +11 to hit) from the lantern. This property can be used three times, regaining all expended uses daily at dusk.
Warding Light (Legendary). The lantern’s area of
or ignite its light as a Bonus Action while you are within 30 feet of it.
Revealing Flame (Rare+). Creatures in the Border Ethereal within the area of the lantern’s Bright Light are visible to
magic-items
Dungeon Master’s Guide (2024)
Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the
charges in the staff . Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff . On a successful save, a creature takes half as much damage.