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Returning 35 results for 'days imbue are blade'.
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Monsters
Monster Manual
":"Elemental Restoration"} days, reviving with all its Hit Points somewhere on the Plane of Fire.
Magic Resistance. The efreeti has Advantage on saving throws against spells and other magical effects
for 365 days.Multiattack. The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination.
Heated Blade. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit
Monsters
Monster Manual
", "rollType":"roll", "rollAction":"Undead Restoration"} days, reviving with all its Hit Points. The new body appears in a location significant to the death knight.Multiattack. The death knight makes
three Dread Blade attacks.
Dread Blade. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Dread Blade"}, reach 5 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5
Monsters
Monster Manual
":"Elemental Restoration"} days, reviving with all its Hit Points somewhere on the Plane of Air.
Magic Resistance. The djinni has Advantage on saving throws against spells and other magical effects.
Wishes
days.Multiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination.
Storm Blade. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Storm
Monsters
The Book of Many Things
Legendary Resistance (2/Day). If the assassin fails a saving throw, it can choose to succeed instead.Multiattack. The assassin makes two Poison Blade attacks.
Poison Blade. Melee or Ranged Weapon
Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Poison Blade"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4", "rollType":"damage
Monsters
The Book of Many Things
can’t be targeted by divination magic or features that would read its mind or determine its creature type.Multiattack. The infiltrator makes two Poison Blade attacks and can use Beguiling
Whisper.
Poison Blade. Melee or Ranged Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Poison Blade"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d4 + 5
Monsters
Waterdeep: Dragon Heist
+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): blade ward, light, mage hand, message
1st level (4
inherited from his grandmother. When not serving the Watchful Order, he spends his days reading and writing books in his library.
Barnibus uses spells that help him investigate crimes, pry secrets
Monsters
The Book of Many Things
needing to make an ability check.Multiattack. The corrupter makes three Whispering Blade attacks and can use Debilitating Touch.
Whispering Blade. Melee or Ranged Weapon Attack: +12;{"diceNotation":"1d20
+12", "rollType":"to hit", "rollAction":"Whispering Blade"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (1d8 + 6);{"diceNotation":"1d8+6", "rollType":"damage", "rollAction":"Whispering
Monsters
The Book of Many Things
veiled presence fails a saving throw, it can choose to succeed instead.Multiattack. The veiled presence makes two Blade of Judgment attacks and can use Revelation.
Blade of Judgment. Melee or Ranged
Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Blade of Judgment"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (1d6 + 7);{"diceNotation":"1d6+7", "rollType
Monsters
The Book of Many Things
fails a saving throw, it can choose to succeed instead.Multiattack. The medusa makes one Constrict attack, one Final Blade attack, and one Snake Hair attack. Alternatively, it makes two Wrathful
this grapple ends, the target has the restrained condition, and the medusa can’t constrict another creature.
Final Blade. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
cleared away.
If Zariel dies, these effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.
Cultists of Zariel
Zariel grants special abilities to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, whose wavy, razor-edged blade drips acid at his command.Graz’zt’s Lair
Graz’zt’s principal lair is his
;{"diceNotation":"1d10","rollType":"roll"} days.
Cultists of Graz’zt
Graz’zt grants his cultists special abilities. His cultists can gain the Joy from Pain trait, while his cult leaders
Graz'zt
Legacy
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Monsters
Out of the Abyss
, the Wave of Sorrow, its wavy, razor-edged blade dripping acid at his command.Graz’zt’s Lair
Graz’zt’s principal lair is his Argent Palace, a grandiose structure in the city of
hours.
If Graz’zt dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
Madness of Graz’zt
If a creature goes mad in Graz’zt’s
Magic Items
Infernal Machine Rebuild
version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The blade always appears ruined and rusting, and causes its
surroundings to appear reflected in the blade as if in a state of decay.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack
Backgrounds
Baldur’s Gate: Descent into Avernus
gaming set, vehicles (land)
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common
your responsibilities for a month.
Flaming Fist. If you serve in the Flaming Fist, once every ten days, you must report to the Seatower of Balduran for training, and you’re required to take a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
hold the night at bay. Smith, carpenter, alchemist — the best all carry my seal.”
— Baron Merrix d’Cannith
The bearer of the Mark of Making can mend broken things with a touch and imbue a weapon
with touch. An artificer or a wizard will get the most out of the mark, but anyone can find a use for an enchanted blade.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Infuse Item At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items
infusions you learned with a new one. Infusing an Item Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Illusory Script 1st-level illusion (ritual) Casting Time: 1 minute Range: Touch Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes) Duration: 10 days You write on
parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Illusory Script Level 1 Illusion (Bard, Warlock, Wizard) Casting Time: 1 minute or Ritual
Range: Touch
Components: S, M (ink worth 10+ GP, which the spell consumes)
Duration: 10 days
You
write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Illusory Script 1st-level illusion (ritual) Casting Time: 1 minute Range: Touch Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes) Duration: 10 days You write on
parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Illusory Script Level 1 Illusion (Bard, Warlock, Wizard) Casting Time: 1 minute or Ritual
Range: Touch
Components: S, M (ink worth 10+ GP, which the spell consumes)
Duration: 10 days
You
write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Infuse Item 2nd-level artificer feature You’ve gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. Infusions Known When you gain this
one. Dwarf Alchemist with Homunculus Servant Infusing an Item Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Infuse Item At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items
infusions you learned with a new one. Infusing an Item Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Escape One day, well after I had lost count of how many days I’d been a captive, I was in a small outlying cavern with a few other slaves harvesting a mushroom patch. I was given leave to answer
pulled the skinny fool toward me before he could sound an alarm or get his blade out. It took me but a second to get both hands around his throat. When he lay dead at my feet, I took his sword and ran
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
was the nature of your relationship? Did your mentor imbue you with a particular outlook or otherwise influence your approach to achieving the goals of your chosen path? Mentors d6 Mentor 1 Your
mentor was a wise treant who taught you to think in terms of years and decades rather than days or months. 2 You were tutored by a dryad who watched over a slumbering portal to the Abyss. During your
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
use the weapon as his own phylactery.) A small jade version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The
blade always appears ruined and rusting, and causes its surroundings to appear reflected in the blade as if in a state of decay. You gain a +2 bonus to attack and damage rolls made with this magic
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
addition to the council of such a power-hungry and ruthless individual would spell the end of the rule of law in the City of Splendors. The earthquake that hit the city two days ago wasn’t natural
merchant in the South Ward survived an assassination attempt last night. A female half-elf was seen fleeing the scene, bearing a deep cut on her shoulder from a bodyguard’s blade. A 50 gp bounty has been
Compendium
- Sources->Dungeons & Dragons->Monster Manual
times, the efreeti can’t do so again for 365 days.
Actions
Multiattack. The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination.
Heated Blade. Melee Attack Roll
Plane of Fire, its body dissolves into ash, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fire.
Magic Resistance. The efreeti has Advantage on saving
Compendium
- Sources->Dungeons & Dragons->Monster Manual
atones for its evil, it gains a new body in 1d10 days, reviving with all its Hit Points. The new body appears in a location significant to the death knight.
Actions
Multiattack. The death knight makes
three Dread Blade attacks.
Dread Blade. Melee Attack Roll: +11, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 13 (3d8) Necrotic damage.
Hellfire Orb (Recharge 5–6). Dexterity Saving Throw: DC
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Primordial (Auran)
CR 11 (XP 7,200; PB +4)
Traits
Elemental Restoration. If the djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days
the spell for the creature, the djinni suffers none of the spell’s stress. Once the djinni has cast it three times, the djinni can’t do so again for 365 days.
Actions
Multiattack. The djinni makes
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
grants its beneficiary the knowledge needed to perform the following tasks: Craft a phylactery and imbue it with the power to contain the beneficiary’s soul Concoct a potion of transformation that turns
the beneficiary into a lich Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can’t be crafted concurrently. When the beneficiary drinks the potion, he or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pack are five torches too damp to light, a hammer, a tinderbox, a skillet, a half-empty water skin, and seven days’ worth of spoiled rations. 9b. Demon-Guarded Treasure Two barlguras crawled out of the
carved into the stone. The slot has the same width and depth as the pirate’s rusty blade. If this shortsword or one like it is inserted into the slot, a loose rock in the ceiling falls away, and with it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
grandmother. When not serving the Watchful Order, he spends his days reading and writing books in his library. Barnibus uses spells that help him investigate crimes, pry secrets from the minds of suspects, and
the following wizard spells prepared:
Cantrips (at will): blade ward, light, mage hand, message
1st level (4 slots): comprehend languages, identify, mage armor, shield
2nd level (3 slots): detect
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Blade Bazaar This marketplace is named after the most abundant goods the duergar offer, but the shops here sell almost everything available in the city, along with stalls set up by visiting merchants
unload some of the treasures they might be carrying. Nonmagical weapons, armor, and shields can be purchased in the Blade Bazaar. Merchant Madness Characters who look around the bazaar notice a number of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Gracklstugh After days of walking in the deep, dark places beneath the surface, I was led, in heavy chains, to Gracklstugh, on the shores of the Darklake. I was set to work almost immediately at a
the strength of his new blade. It broke, as I expected, but did the job well enough. The duergar didn’t seem to be angry that the apprentice lay dead at my feet, but it was only a short time
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
than describe everything down to the last blade of grass. Call attention to unusual terrain features: a waterfall, a rocky outcropping that offers a breathtaking view over the tops of the surrounding
different random encounter tables. Finally, a wilderness trek can be enhanced by calling attention to the weather. “You spend the next three days crossing the swamp” sounds less harrowing than, “You






