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Returning 35 results for 'directly cursed more is must'.
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direct cure more is most
direct curse more is must
direct cursed more is must
direct curse more is most
direct cure more is meet
Monsters
Monster Manual
":"Psychic"} Psychic damage, and the target is cursed with a riddle. The cursed target has Disadvantage on ability checks and attack rolls. In addition, if it takes the Magic action, it must succeed on a DC
15 Intelligence saving throw or that action is wasted. The cursed target can take a Study action to make a DC 15 Intelligence check, solving the riddle and ending the curse on a success. The curse ends
Monsters
Monster Manual
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
":"damage", "rollAction":"Fiendish Blood", "rollDamageType":"Acid"} Acid damage, and the target is cursed until it finishes a Short or Long Rest. While cursed, the target can’t benefit from the
Magic Items
Dungeon Master’s Guide
attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times
. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As
long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify,Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
Escape"} days. When the hag teleports away, each creature within 60 feet of the space it left is cursed. Until the curse ends, a creature has Disadvantage on ability checks and saving throws, and the
Spells
Player’s Handbook
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed
damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
You can issue any command you choose, short of an activity that would result in certain
Spells
Player’s Handbook
You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:
Choose
one ability. The target has Disadvantage on ability checks and saving throws made with that ability.
The target has Disadvantage on attack rolls against you.
In combat, the target must succeed on a
Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
Magic Items
Strixhaven: A Curriculum of Chaos
orb that you control.
Curse. Any Humanoid you touch while holding the orb must succeed on a DC 10 Wisdom saving throw or become cursed. Each creature cursed by the orb bears an echo of Murgaxor
creature must use its action each round to make one attack against the nearest non-cursed creature. If the cursed creature has multiple possible targets, it attacks one at random. This effect ends if the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
advantage on its initiative roll. Moreover, if a creature hasn’t observed the stone cursed move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that
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
Monsters
Mythic Odysseys of Theros
advantage or disadvantage.Oracles posses the ability to interpret the patterns and language of Nyx, divining from it the flow of fates and the will of the gods. Most of these gifted—or cursed
directly, be it with dramatic manifestations or direct possession of their servant. Although a deity’s words might be steeped in metaphors, should a god wish to make their intentions clear, they
Magic Items
The Book of Many Things
must succeed on a DC 15 Dexterity saving throw or take 3d6 fire damage. The goggles regain 1d3 expended charges daily at dawn.
Cursed. The goggles are cursed, and becoming attuned to them extends the
Magic Items
The Book of Many Things
, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and
. The projection disappears at the end of your turn. Once you use this bonus action, it can’t be used again until the next dawn.
Curse. This armor is cursed, and attuning to it extends the
Monsters
Planescape: Adventures in the Multiverse
. These trackers pursue their targets across the planes.Marked for Pursuit (3/Day). The bloodhound attempts to place a magical mark on a creature it can see within 30 feet of itself. The target must
succeed on a DC 13 Charisma saving throw or become cursed for 24 hours. A creature missing any of its hit points has disadvantage on this saving throw. While cursed in this way, the bloodhound can sense
Monsters
Planescape: Adventures in the Multiverse
-foot-tall, 20-foot-radius cylinder of magical force rises from that point. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 21 (6d6);{"diceNotation
dutifully obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most
Monsters
Planescape: Adventures in the Multiverse
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Whirlwind of Tentacles"}. The octon rapidly extends and spins its ring of tentacles. Each creature within 20 feet of the octon must succeed on a DC 16
obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons
Monsters
Planescape: Adventures in the Multiverse
-foot cube originating from itself before dissipating. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 33 (6d10);{"diceNotation":"6d10", "rollType
from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower
Monsters
Planescape: Adventures in the Multiverse
unleashes a barrage of lightning bolts from its eyes. Each creature within 30 feet of the decaton must make a DC 13 Dexterity saving throw, taking 38 (7d10);{"diceNotation":"7d10", "rollType":"damage
. Each modron dutifully obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone
Monsters
Planescape: Adventures in the Multiverse
condition. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target’s Charisma decreases by 1 after each hour, as its head takes on fiendish aspects, and its Charisma
can’t increase. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell. When the cursed target’s Charisma becomes 2, the target dies, and its head
Monsters
Dragonlance: Shadow of the Dragon Queen
","rollDamageType":"necrotic"} necrotic damage. If the target is a Humanoid, it must succeed on a DC 16 Charisma saving throw or be cursed. The curse lasts until it is lifted by remove curse or similar magic
Undead Fortitude. If damage reduces Wersten to 0 hit points, she must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a
Monsters
Ghosts of Saltmarsh
it that it can see. Each creature must succeed on a DC 14 Wisdom saving throw or become cursed. While cursed, whenever the creature makes an attack roll, an ability check, or a saving throw, it must
roll a d4 and subtract that number from the roll. A cursed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success. A creature that succeeds
Monsters
Van Richten’s Guide to Ravenloft
":"damage","rollAction":"Silver Needle","rollDamageType":"necrotic"} necrotic damage, and the target must succeed on a DC 12 Charisma saving throw or become cursed for 1 minute. While cursed in this way
creature must succeed on a DC 15 Wisdom (Perception) check to discern that the carrionette is animate.
Unusual Nature. The carrionette doesn’t require air, food, drink, or sleep.Silver Needle. Melee
Monsters
Fizban's Treasury of Dragons
", "rollType":"recharge", "rollAction":"Calming Mist"}. The warbler releases a calming gas in a 5-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 11 Charisma saving
of their creators, keeping watch over communities without directly intervening. Their telepathic bond lets them summon their dragon creators in case of dire need.
Metallic Sentinels
A metallic
Magic Items
Tomb of Annihilation
to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide).
Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw
Monsters
Tales from the Yawning Portal
","rollType":"damage","rollAction":"Hooves","rollDamageType":"necrotic"} necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be cursed with mummy rot. The
cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6);{"diceNotation":"3d6","rollType":"roll","rollAction":"Hooves"} for every 24 hours that elapse. If the curse reduces
Monsters
Mordenkainen Presents: Monsters of the Multiverse
darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied
space.
Any other creature the meazel teleports becomes cursed for 1 hour or until the curse is ended by remove curse or greater restoration. Until this curse ends, every Undead and every creature
Monsters
Vecna: Eve of Ruin
incapacitated condition and must use its movement on its turn to move directly toward the star angler; a charmed target doesn’t avoid opportunity attacks, but it does avoid damaging terrain. A target can be charmed by only one star angler at a time.
feet of itself. The target must succeed on a DC 13 Wisdom saving throw or have the charmed condition until the start of the star angler’s next turn. While charmed in this way, the target has the
Monsters
Planescape: Adventures in the Multiverse
", "rollAction":"Dictate"}. The captain verbally commands up to three creatures it can see within 60 feet of itself. This magical command must be to undertake an action or to refrain from taking actions (for
example, “Throw down your weapons”).
A target must succeed on a DC 14 Wisdom saving throw or have the charmed condition for 1 minute, during which time it follows the captain’s
Monsters
Tyranny of Dragons
"} necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum
can see Diderius, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of Diderius’s next turn. If the target fails the saving throw by 5 or more
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The vargouille targets one incapacitated Humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each
hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s
Monsters
Bigby Presents: Glory of the Giants
.
Crawling Hex (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Crawling Hex"}. The fomorian targets one creature it can see within 60 feet of itself. The target must succeed
cursed for 1 hour. While cursed this way, the target can’t stand up and end the prone condition on itself.Deep crawlers are fomorians whose bodies are adapted to crawling through the tunnels of
Monsters
Candlekeep Mysteries
":"bludgeoning"} bludgeoning damage plus 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Rotting Fist","rollDamageType":"necrotic"} necrotic damage. If the target is a creature, it must
succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6);{"diceNotation":"3d6
Monsters
Icewind Dale: Rime of the Frostmaiden
upside down on ceilings, without needing to make an ability check.Drop. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Drop"} to hit, one creature directly underneath
that misses its chance to kill must make its slow way back to the ceiling. A fallen piercer excretes a foul-smelling slime when attacked, making most predators think twice about eating it.
Piercers
Monsters
Mordenkainen Presents: Monsters of the Multiverse
in that area must succeed on a DC 11 Dexterity saving throw or take 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Disgorge","rollDamageType":"acid"} acid damage and fall prone in
the spew.Maw demons share the ceaseless hunger for carnage and mortal flesh of their master, Yeenoghu. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the
Monsters
Planescape: Adventures in the Multiverse
", "rollAction":"Pincer", "rollDamageType":"force"} force damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or have the incapacitated condition until the end of its
spell fails and has no effect.
Lightning Rebuke. When a creature within 120 feet of the hexton damages it, the hexton magically retaliates with an arc of lightning. The creature must make a DC 17