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Returning 35 results for 'dead insect are blade'.
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dead intent are blade
Monsters
Monster Manual
":"1d20+9", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Dispel Magic, Thaumaturgy 1/Day Each: Animate Dead, Harm, Insect Plague (level 7 version)Whirlwind of
Monsters
Waterdeep: Dungeon of the Mad Mage
and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws against spells and other magical
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil
Monsters
Guildmasters’ Guide to Ravnica
level (4 slots): entangle, ray of sickness, sleep
2nd level (3 slots): Melf's acid arrow, ray of enfeeblement, spider climb, web
3rd level (3 slots): animate dead, plant growth, vampiric touch
4th level
(3 slots): blight, giant insect, grasping vine
5th level (2 slots): cloudkill, insect plague
6th level (1 slot): circle of death, create undead
7th level (1 slot): finger of death, forcecage
Spore
Monsters
Guildmasters’ Guide to Ravnica
, ray of sickness
2nd level (3 slots): Melf's acid arrow, ray of enfeeblement, spider climb, web
3rd level (3 slots): animate dead, bestow curse, fear, vampiric touch
4th level (3 slots): blight
, Evard's black tentacles
5th level (2 slots): cloudkill, insect plague
6th level (1 slot): circle of death, create undead
7th level (1 slot): finger of death
Turn Resistance. The lich has advantage on
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
Backgrounds
Guildmasters’ Guide to Ravnica
animate dead, plant growth
4th
giant insect, grasping vine
5th
cloudkill, insect plague
Golgari magic is often accompanied by a sickly green glow and a rotting
Golgari, no fear of death or taboo about the dead, just a fierce affirmation of the cycle.
Skill Proficiencies: Nature, Survival
Tool Proficiencies: Poisoner’s kit
Languages
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
suggestion, raise dead
Magic Resistance. The radiant idol has advantage on saving throws against spells and other magical effects.Multiattack. The radiant idol makes two melee attacks.
Flail. Melee
Monsters
Van Richten’s Guide to Ravenloft
Deathly Boon. It can cast animate dead and create undead once per day each, using Intelligence as the spellcasting ability.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons
turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2
Monsters
Candlekeep Mysteries
slots): animate dead, dispel magic
4th level (3 slots): divination, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The fungal servant can use
Monsters
Van Richten’s Guide to Ravenloft
it is immune to poison and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee
Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction
Monsters
Van Richten’s Guide to Ravenloft
it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and if the
Monsters
Van Richten’s Guide to Ravenloft
and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5
;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade
Monsters
Van Richten’s Guide to Ravenloft
15, and it is immune to poison and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade
. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage
Monsters
Van Richten’s Guide to Ravenloft
points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and
Monsters
Bigby Presents: Glory of the Giants
0 hit points by this attack.
Spellcasting. The giant casts one of the following spells, using Intelligence as the spellcasting ability:
At will: detect magic, mage armor
3/day each: speak with dead
the death rune on a prized skull from this grisly collection. Abandoning armor in favor of gloomy robes, the shrouded one uses rune magic to create a shadowy scythe blade at the end of a staff and to
Monsters
Waterdeep: Dungeon of the Mad Mage
(at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead
, dispel magic
4th level (3 slots): stone shape, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The mummy can use its Dreadful Glare and makes one
Planetar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws against spells and other magical
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel
equipment
These strange, curved blades are jagged and deadly weapons made of alchemically strengthened teeth of dead urdefhans. They are typically named for the urdefhan whose teeth were forged into the weapon
extra 1d4 Slashing damage. This extra damage isn’t doubled. Urdefhans can train to drink blood through hollow parts of a shauth blade for a moment after hitting.
This weapon has the following
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
(at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead
, dispel magic
4th level (3 slots): divination, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The mummy can use its Dreadful Glare and makes one
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Flame Strike
Geas
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Scrying
6th Level
Blade Barrier
Create Undead
Find the
Protection from Poison
Silence
Spiritual Weapon
Warding Bond
Zone of Truth
3rd Level
Animate Dead
Beacon of Hope
Bestow Curse
Clairvoyance
Create Food and Water
Daylight
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dead
Scrying
6th Level Blade Barrier
Create Undead
Find the Path
Forbiddance
Harm
Heal
Heroes’ Feast
Planar Ally
True Seeing
Word of Recall
7th Level Conjure
Object
Prayer of Healing
Protection from Poison
Silence
Spiritual Weapon
Warding Bond
Zone of Truth
3rd Level Animate Dead
Beacon of Hope
Bestow Curse
Clairvoyance
Create
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Flame Strike
Geas
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Scrying
6th Level
Blade Barrier
Create Undead
Find the
Protection from Poison
Silence
Spiritual Weapon
Warding Bond
Zone of Truth
3rd Level
Animate Dead
Beacon of Hope
Bestow Curse
Clairvoyance
Create Food and Water
Daylight
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dead
Scrying
6th Level Blade Barrier
Create Undead
Find the Path
Forbiddance
Harm
Heal
Heroes’ Feast
Planar Ally
True Seeing
Word of Recall
7th Level Conjure
Object
Prayer of Healing
Protection from Poison
Silence
Spiritual Weapon
Warding Bond
Zone of Truth
3rd Level Animate Dead
Beacon of Hope
Bestow Curse
Clairvoyance
Create
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Speak with Animals
Thunderwave
2nd Level Animal Messenger
Barkskin
Beast Sense
Darkvision
Enhance Ability
Find Traps
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Dominate Beast
Freedom of Movement
Giant Insect
Grasping Vine
Hallucinatory Terrain
Ice Storm
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame strike, raise dead
1/day each: commune, control weather
Planetar Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities’ might. A planetar can call down rain to relieve a drought, or can loose an insect
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame strike, raise dead
1/day each: commune, control weather
Planetar Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities’ might. A planetar can call down rain to relieve a drought, or can loose an insect
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
2nd Level
Animal Messenger
Barkskin
Darkvision
Enhance Ability
Find Traps
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Hold Person
Lesser Restoration
Locate Animals or
Water
Dominate Beast
Freedom of Movement
Giant Insect
Hallucinatory Terrain
Ice Storm
Locate Creature
Polymorph
Stone Shape
Stoneskin
Wall of Fire
5th Level
Antilife Shell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Speak with Animals
Thunderwave
2nd Level Animal Messenger
Barkskin
Beast Sense
Darkvision
Enhance Ability
Find Traps
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Dominate Beast
Freedom of Movement
Giant Insect
Grasping Vine
Hallucinatory Terrain
Ice Storm
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
2nd Level
Animal Messenger
Barkskin
Darkvision
Enhance Ability
Find Traps
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Hold Person
Lesser Restoration
Locate Animals or
Water
Dominate Beast
Freedom of Movement
Giant Insect
Hallucinatory Terrain
Ice Storm
Locate Creature
Polymorph
Stone Shape
Stoneskin
Wall of Fire
5th Level
Antilife Shell
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to the jungles and marshes of Chult carry this disease, shivering sickness. The easiest protection against it is a coating of insect-repelling salve on all exposed skin (for the cost of insect
repellent, see “Buying a Special Item”). A giant or humanoid that takes damage from insect swarms or from giant centipedes, giant scorpions, or giant wasps is exposed to the disease at the end of the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sorcerer Spells Cantrips (0 Level) Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Level Animate Objects
Cloudkill
Cone of Cold
Creation
Dominate Person
Hold Monster
Insect Plague
Seeming
Telekinesis
Teleportation Circle
Wall of Stone
6th Level
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sorcerer Spells Cantrips (0 Level) Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Level Animate Objects
Cloudkill
Cone of Cold
Creation
Dominate Person
Hold Monster
Insect Plague
Seeming
Telekinesis
Teleportation Circle
Wall of Stone
6th Level
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to the jungles and marshes of Chult carry this disease, shivering sickness. The easiest protection against it is a coating of insect-repelling salve on all exposed skin (for the cost of insect
repellent, see “Buying a Special Item”). A giant or humanoid that takes damage from insect swarms or from giant centipedes, giant scorpions, or giant wasps is exposed to the disease at the end of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Abjuration M Hallow Abjuration M Insect Plague Conjuration C Legend Lore Divination M Mass Cure Wounds Abjuration — Planar Binding Abjuration M Raise Dead Necromancy M Scrying Divination C, M Summon
Evocation — Mending Transmutation — Resistance Abjuration C Sacred Flame Evocation — Spare the Dying Necromancy — Thaumaturgy Transmutation — Toll the Dead Necromancy — Word of Radiance Evocation
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Abjuration M Hallow Abjuration M Insect Plague Conjuration C Legend Lore Divination M Mass Cure Wounds Abjuration — Planar Binding Abjuration M Raise Dead Necromancy M Scrying Divination C, M Summon
Evocation — Mending Transmutation — Resistance Abjuration C Sacred Flame Evocation — Spare the Dying Necromancy — Thaumaturgy Transmutation — Toll the Dead Necromancy — Word of Radiance Evocation






