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Returning 35 results for 'magic seven with only ally from for loud'.
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Magic Items
Dungeon Master’s Guide
This musical instrument has 3 charges and regains all expended charges daily at dawn. While you are playing it, you can take a Magic action to expend 1 charge and write a magical message on a
nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven
Magic Items
Dungeon Master’s Guide
While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it
hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried.
The weapon has the following additional properties.
Clap of Thunder. As a Magic action, you can strike
Spells
Player’s Handbook
touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to
drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it
Monsters
Monster Manual
following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 16):
2/Day Each: Arcane Eye, Detect Magic, Locate Object 1/Day: Legend LorePortent (Recharge
4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Portent"}. Trigger: The cyclops or an ally it can see makes a D20 Test. Response: The cyclops rolls 1d20;{"diceNotation":"1d20
Magic Items
Dungeon Master’s Guide
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
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
Magic Items
Dungeon Master’s Guide
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the
3), Dispel Magic, Protection from Energy (Lightning damage only)
Cli lyre
Rare
Stone Shape, Wall of Fire, Wind Wall
Doss lute
Uncommon
Animal Friendship, Protection from Energy (Fire
Spells
Player’s Handbook
.
The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the
, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the
Monsters
Monster Manual
Legendary Resistance (4/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
empyrean and each ally within 30 feet of it gain Advantage on d20 test;D20 Tests until the end of the empyrean’s next turn. The empyrean can’t take this action again until the start of its
Monsters
Monster Manual
Legendary Resistance (4/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
empyrean and each ally within 30 feet of it gain Advantage on d20 test;D20 Tests until the end of the empyrean’s next turn. The empyrean can’t take this action again until the start of its
Spells
Player’s Handbook
an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
Darkness doesn’t impede the spirit’s Darkvision.
Magic Resistance. The spirit has Advantage on saving throws against spells and other magical eff ects.
Actions
Multiattack. The spirit
Magic Items
Dungeon Master’s Guide
.
Spell
Charge Cost
Magic Circle
1
Magic Jar
3
Planar Ally
3
Planar Binding
2
Plane Shift (to the Abyss only)
3
Summon Fiend
3
Tasha's Hideous Laughter
0
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
Spells
Player’s Handbook
your choice:
Object Creation. You create one object of up to 25,000 GP in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
Monsters
Forgotten Realms: Adventures in Faerûn
instead.
Magic Resistance. Zlan has Advantage on saving throws against spells and other magical effects.
Next of the Seven (6/Year). If Zlan dies within 100 miles of a piece of chardalyn at least 4
inches long, it re-forms from that piece of chardalyn in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Next of the Seven"} days, regaining all its Hit Points. The new body appears in the
Spells
Forgotten Realms: Heroes of Faerûn
condition, you can take a Reaction to succeed on the save instead.
Respite. As a Magic action, you or an ally within the area regains Hit Points equal to 4d10 plus your spellcasting ability modifier.
Monsters
Eberron: Forge of the Artificer
Pack Tactics. The heir has Advantage on an attack roll against a creature if at least one of the heir’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
):
At Will: Druidcraft, Light, Speak with Animals
3/Day Each: Animal Friendship, Animal Messenger
1/Day: Ice StormCombining druidic magic with skill at handling natural and monstrous animals, the
Marilith (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects.
Magic Weapons. The marilith's weapon attacks are magical.
Reactive. The marilith can take one
reaction on every turn in a combat.Multiattack. The marilith makes seven attacks: six with its longswords and one with its tail.
Longsword. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType
Gynosphinx
Legacy
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Monsters
Basic Rules (2014)
sphinx's intentions or sincerity have disadvantage.
Magic Weapons. The sphinx's weapon attacks are magical.
Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence
following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): darkness, locate object
Monsters
Guildmasters’ Guide to Ravnica
sphinx’s intentions or sincerity have disadvantage.
Magic Weapons. The sphinx’s weapon attacks are magical.
Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is
, suggestion
3rd level (3 slots): clairvoyance, counterspell, dispel magic
4th level (3 slots): banishment, divination
5th level (1 slot): dominate personMultiattack. The sphinx makes two claw attacks
Magic Items
Vecna: Eve of Ruin
of Seven Parts. While attuned to the rod, you gain the following benefits:
Magic Weapon. The Rod of Seven Parts functions for you as a magic quarterstaff that grants a +3 bonus to attack and damage
people called the vaati, who once ruled many worlds. Seven Wind Dukes wove their power into an artifact called the Rod of Law. The dukes used the rod to imprison Miska on the plane of Pandemonium. As a
Monsters
Lost Laboratory of Kwalish
sphinx's intentions or sincerity have disadvantage.
Magic Weapons. The sphinx's weapon attacks are magical.
Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence
following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): darkness, locate object
Warforged
Legacy
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Species
Eberron: Rising from the Last War
as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold
designed.
Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids
Monsters
Ghosts of Saltmarsh
makes a loud pronouncement. Each ally of the royal that is within 60 feet of the royal and can hear the pronouncement has advantage on its first attack roll on its next turn.
Marilith
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects.
Magic Weapons. The marilith's weapon attacks are magical.
Reactive. The marilith can take one
reaction on every turn in a combat.Multiattack. The marilith makes seven attacks: six with its longswords and one with its tail.
Longsword. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType
Monsters
Planescape: Adventures in the Multiverse
’t use this tentacle against other targets. The septon has seven tentacles, each of which can grapple one target.
Lightning Network. The septon conjures a field of electricity that fills a 30
material components and using Intelligence as the spellcasting ability (spell save DC 16):
At will: detect magic, dispel magic, mending (as an action)
1/day each: plane shift (self only), protection
Androsphinx
Legacy
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Monsters
Basic Rules (2014)
sphinx's intentions or sincerity have disadvantage.
Magic Weapons. The sphinx's weapon attacks are magical.
Spellcasting. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom
following cleric spells prepared:
Cantrips (at will): sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, detect evil and good, detect magic
2nd level (3 slots): lesser restoration
Monsters
Spelljammer: Adventures in Space
Aberrant Mind. Magic can’t read the psurlon’s thoughts or put the psurlon to sleep.Dagger. Melee or Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction
ability (spell save DC 13):
2/day: mage armor (self only)
1/day: suggestionA psurlon can use magic to assume the form of a specific Medium Humanoid. First, the psurlon must consume the creature it
Monsters
Spelljammer: Adventures in Space
Aberrant Mind. Magic can’t read the psurlon’s thoughts or put the psurlon to sleep.
Two Heads. The psurlon has advantage on saving throws it makes to avoid or end the frightened, stunned
Astral Sea. Every hundred years or so, psurlons leave their astral strongholds, invade Wildspace systems, and indulge in a seven-year-long ceremony called the Feast of Worlds, during which they consume as
Monsters
Baldur’s Gate: Descent into Avernus
components:
At will: charm person, Tasha's hideous laughter
3/day each: confusion, enthrall, suggestion
1/day each: hallucinatory terrain, Otto's irresistible dance
Magic Resistance. Smiler has
advantage on saving throws against spells and other magical effects.
Equipment. Smiler wears leather, +2;+2 leather armor. He carries seven soul coin;soul coins in a bag and a shortsword, +1;+1
Monsters
Fizban's Treasury of Dragons
ambassadors among other folk. Dragon speakers have loud and authoritative voices, which they use to gain valuable resources, diplomatic connections, and donations of treasure and magic for their
dragons—as well as to weave magic both subtle and thundering. They use their commanding presence to instill awe and fear into the hearts of friends and foes alike.
Dragon Followers
Dragons boast
Monsters
Spelljammer: Adventures in Space
Aberrant Mind. Magic can’t read the psurlon’s thoughts or put the psurlon to sleep.Multiattack. The psurlon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +4
their astral strongholds, invade Wildspace systems, and indulge in a seven-year-long ceremony called the Feast of Worlds, during which they consume as many sentient life-forms as they can before
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Telepathic Hub. When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.Multiattack. The
communication in a mind flayer colony. A creature in telepathic communication with a mindwitness can converse through it to as many as seven other creatures the mindwitness can see, rapidly
Monsters
Bigby Presents: Glory of the Giants
’ property with their keen senses and loud voices. Not only are giant geese from fey stock significantly larger than ordinary geese, but they also have two magical properties that make them even more
gold, 1 foot long and weighing 2 pounds. The shell is worth 100 gp. Sometimes, the egg inexplicably contains some kind of small trinket or minor magic item. Once it lays a golden egg, a giant goose can
Necklace of Prayer Beads
Legacy
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Magic Items
Basic Rules (2014)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace
Magic Items
Acquisitions Incorporated
At rank 2, you gain the use of a weathered leather pouch that is an uncommon magic item. The portfolio keeper holds and organizes notes, brochures, and business cards bearing your contact information
more potent, making it a rare magic item. When you give out a business card stored in your portfolio keeper, you can choose to have the card allow its recipient to contact you through your sending
Monsters
Quests from the Infinite Staircase
Magic Resistance. The pech has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the pech has disadvantage on attack rolls.Multiattack
it, the pech can cast Wall of Stone. If at least seven other pechs are within 30 feet of it, it can cast Greater Restoration. Each other pech involved in casting the spell can’t have the






