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Returning 35 results for 'magic some with only arms faint for life'.
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Spells
Player’s Handbook
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or
object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Magic Items
Dungeon Master’s Guide
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.
When you make
Spells
Player’s Handbook
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic
damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.
Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same
Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with
this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs
Magic Items
Dungeon Master’s Guide
is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be
This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls
Spells
Player’s Handbook
take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For
through the image, and its other sensory qualities become faint to the creature.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.
Spells
Player’s Handbook
.
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Fire Play. You instantaneously light or snuff
nonliving material for 1 hour.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket or an illusory
Backgrounds
Player’s Handbook
precious few memories of life before you took up arms. Battle is in your blood. Sometimes you catch yourself reflexively performing the basic fighting exercises you learned first. Eventually, you put that training to use on the battlefield, protecting the realm by waging war.
Magic Items
Dungeon Master’s Guide
.
Brew Potion. When you finish a Long Rest, you can use the cauldron to create a Potion of Healing (greater), which takes 1 minute. The potion lasts for 24 hours, then loses its magic if not consumed
.
Raise Dead. As a Magic action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as a Magic action, harmlessly
Monsters
Monster Manual
Fiendish Restoration. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Fiendish Restoration"} days and regains all its Hit Points. Only a Wish spell
following spells, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save DC 14):
At Will: Detect Magic, Mage Hand, Minor Illusion, Water Breathing2/Day
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
regain Hit Points.
Magic Resistance. The dracolich has Advantage on saving throws against spells and other magical effects.
Soul Gem. The dracolich has a magical gem. If the dracolich is destroyed while
Species
Player’s Handbook
Gnomes are magical folk created by gods of invention, illusions, and life underground. The earliest gnomes were seldom seen by other folk due to the gnomes’ secretive nature and their
propensity for living in forests and burrows. What they lacked in size, they made up for in cleverness. They confounded predators with traps and labyrinthine tunnels. They also learned magic from gods like
Magic Items
Dungeon Master’s Guide
When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic
Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.
Any creature other than you that sees its
Magic Items
Dungeon Master’s Guide
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
).
Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeleton;Skeletons and 15 Zombie;Zombies. These Undead magically rise up from the ground or otherwise form in
Magic Items
Dungeon Master’s Guide
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
Magic Items
Dungeon Master’s Guide
attack rolls and damage rolls made with this magic weapon. If you hit an Undead with this weapon, you take 1d10 Necrotic damage, and the target regains 1d10 Hit Points. If this Necrotic damage reduces you
creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.
When Blackrazor devours a soul that isn’t yours, you gain Temporary Hit Points equal to the slain
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
Archlich;Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.
Other practitioners of
disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life
Monsters
Spelljammer: Adventures in Space
the dohwar's life, often in response to the dohwar experiencing an overwhelming emotion. Instead of wings, it has arms and tiny hands.
Dohwars prefer to communicate through a form of telepathy they
Monsters
Ghosts of Saltmarsh
damage is radiant or from a critical hit. On a success, the drowned master drops to 1 hit point instead.Multiattack. The drowned master makes two attacks: one with its greatsword and one with its Life
"} cold damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see the “Bluerot” sidebar).
Life-Draining Tentacle. Melee Weapon Attack: +7;{"diceNotation":"1d20+7
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
spells, requiring no material components:
At will: chill touch (17th level), detect magic
3/day each: create undead, dispel magic
1/day: time stop
Legendary Resistance (3/Day). If Orcus fails a
saving throw, he can choose to succeed instead.
Magic Resistance. Orcus has advantage on saving throws against spells and other magical effects.
Magic Weapons. Orcus’s weapon attacks are magical
Monsters
Candlekeep Mysteries
":"Club","rollDamageType":"bludgeoning"} bludgeoning damage.To populate the demiplane without endangering any innocents, the Harpers created constructs out of wooden mannequins to act as villagers. Magic
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
Monsters
Quests from the Infinite Staircase
Languages, Detect Magic, Levitate, Mage ArmorTower sages are mages who study astrology and support the leader of the Tower of the Heavens, the elder sage, in divining the future. When tower sages are
initiated, their arms are tattooed with magical ink that designates their status in the hierarchy. Pupil sages have simple designs patterned after individual stars and minor constellations, while the
Magic Items
Curse of Strahd
that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.
When you hit with a melee attack using this magic spear and
reduce the target to 0 hit points, you gain 2d6 temporary hit points.
Any creature can wield the spear, but only the character chosen by Kavan to wield it gains a +2 bonus to attack and damage rolls made with this magic weapon.
Monsters
Van Richten’s Guide to Ravenloft
the initiative order. If this wight slays a Humanoid with its Life Drain, the wight transforms into a jiangshi 5 days later.
Change Shape. The jiangshi polymorphs into a Beast, a Humanoid, or an Undead
their descendants and the communities they knew in life, sowing terror and taking retribution for the slights or neglected burial rites that led to their cursed resurrections. Rigor mortis notoriously
Monsters
Journeys through the Radiant Citadel
Passage of Vultures. The magic of Djaynaian transmuters and that of the Nightsea itself gave these people the ability to live beneath the waves. Now known as Nightsea chil-liren, the people of Janya look
similar to the humans of Djaynai, but their brown skin is often tinged shades of gray, and eel-like fins run along their arms and legs.
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. Nester has advantage on saving throws against spells and other magical effects.
Spellcasting. Nester is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell
spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect
Monsters
Waterdeep: Dungeon of the Mad Mage
Magic Resistance. Berlain has advantage on saving throws against spells and other magical effects.
Spellcasting. Berlain is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect
Monsters
Spelljammer: Adventures in Space
navigate difficult terrain in Wildspace, turn invisible, and drain life from their prey. They often serve as spelljammers aboard thri-kreen ships.
Thri-kreen
Thri-kreen are carnivores with insectile
features and two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to
Monsters
Fizban's Treasury of Dragons
Underdark, hunting Aberrations, and guarding its creator’s lair. A gem stalker is imbued with life, sapience, and purpose by the mystical energy of the gem dragon’s breath, and it is dedicated to
its mission.
A gem stalker has a four-legged body resembling that of a wingless dragon, but with a vaguely humanlike torso, head, and arms in place of the dragon’s head. Its eyes are milk white
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (3/Day). If Orcus fails a saving throw, he can choose to succeed instead.
Magic Resistance. Orcus has advantage on saving throws against spells and other magical effects
(spell save DC 23):
At will: detect magic
3/day: dispel magic
1/day: time stop
Wand Spellcasting. While holding the Wand of Orcus, Orcus casts one of the following spells (spell save DC 18), some
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
shorelines where the wilds meet the ocean. These monstrous creatures are aptly named; their bites are known to snap giants’ arms cleanly in half.
Snapping hydras have naturally long life spans and
Monsters
Planescape: Adventures in the Multiverse
arm against other targets. The nonaton has nine arms, each of which can grapple one target.
Pillar of Truth. The nonaton chooses a point on the ground that it can see within 60 feet of itself. A 60
material components and using Intelligence as the spellcasting ability (spell save DC 15):
At will: detect magic, dispel magic, mending (as an action)
1/day each: plane shift (self only), protection from
Monsters
Curse of Strahd
else happens to it:
1–8: One leg is severed from the zombie if it has any legs left.9–16: One arm is severed from the zombie if it has any arms left.17–20: The zombie is
legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can’t benefit from
Monsters
Spelljammer: Adventures in Space
: compulsion, fearPsionic Shield (3/Day). When the braxat would be hit by an attack roll or a magic missile spell that originates from a source the braxat can see, the braxat can create an invisible
barrier of magical force around itself that lasts until the start of its next turn. This barrier gives the braxat a +5 bonus to AC, including against the triggering attack, and prevents magic missile






