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Returning 35 results for 'make spirit with only above flesh for last'.
Spells
Player’s Handbook
You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit
appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the
Spells
Player’s Handbook
can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit’s type, and the target has the
You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning
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
attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
slot’s level for the spell’s level in the stat block.
Construct Spirit
Medium Construct, Neutral
AC 13 + the spell’s level
HP 40 + 15 for each spell level above 4
Speed 30 ft
Species
Player’s Handbook
and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human
Magic Items
Dungeon Master’s Guide
This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A
Flesh Golems
60 days
50,000 GP
18
Manual of Iron Golems
120 days
100,000 GP
19-20
Manual of Stone Golems
90 days
80,000 GP
To create a golem, you must spend the time shown on the
Spells
Player’s Handbook
Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature
you can see within range.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).
Spells
Player’s Handbook
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast
this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with
Spells
Player’s Handbook
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one
what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of
Spells
Player’s Handbook
You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell, you
spell on the same spot every day for 365 days makes the spell last until dispelled.
Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Trolls
Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre features. Radically transformed trolls like the rot trolls, spirit troll;spirit
", "rollDamageType":"necrotic"} necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn.Multiattack. The troll makes one Bite attack and two Claw attacks.
Bite
Magic Items
Dungeon Master’s Guide
last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the
addition, Fiends and Undead within the halo’s Bright Light make attack rolls against you with Disadvantage.
Random Properties. The Book of Exalted Deeds has the following random properties:
2
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} slashing damage.
Whirlwind of Claws (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Whirlwind of Claws"}. Each creature within 10 feet of the troll must make a DC 19
resulting dire trolls crave more and more troll flesh to fuel their continued growth.
Dire trolls also increase their size by grafting flesh onto themselves. When a slab of quivering troll flesh is bound
Magic Items
Tales from the Yawning Portal
against flesh to stone cast from the bracelet. If such a creature’s save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly.
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Venom Spray", "rollDamageType
tissue, and poison leaks from the pores to coat the troll’s fangs and claws. These creatures are especially dangerous in close combat because poison drips off their flesh and sprays out from every
Monsters
Fizban's Treasury of Dragons
Death Throes. When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away and its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity
", "rollAction":"Trident", "rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Necrotic Ray. Ranged Spell Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Maglubiyet conquered the goblin gods, a trickster deity was determined to get the last laugh. Although Maglubiyet shattered its essence, this trickster god survives in a splintered form as possessing spirits
call the possessing spirit, as well as the goblin possessed by it, a nilbog (“goblin” spelled backward), and they revel in the chaos a nilbog sows.
Whenever goblinoids form a host, there is
Monsters
Spelljammer: Adventures in Space
also spew acid, though they tend to do so only as a last resort, since the acid dissolves and ruins the flesh they crave.
A braxat projects an invisible psychic barrier around itself that enhances its
"} bludgeoning damage.
Acid Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Acid Breath"}. The braxat exhales a 15-foot cone of acid. Each creature in the cone must make a DC 18
Monsters
Acquisitions Incorporated
the last of her flesh is constantly sloughing off her, she dismisses that effect as “allergies.” The rest of her crew don't know what to do, since Jelayne has kept her intellect, knowledge, and
Monsters
Phandelver and Below: The Shattered Obelisk
meld can climb difficult surfaces, including ceilings, without needing to make an ability check.Multiattack. The flesh meld makes two Bite attacks.
Bite. Melee Weapon Attack: +8;{"diceNotation":"1d20+8
Amorphous. The flesh meld can move through a space as narrow as 1 inch without squeezing.
Aura of Death. At the start of each of the flesh meld’s turns, each creature within 5 feet of it must
Monsters
Bigby Presents: Glory of the Giants
Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. The spirit takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
":"Incorporeal Movement", "rollDamageType":"force"} force damage if it ends its turn inside an object.
Legendary Resistance (3/Day). If the spirit fails a saving throw, it can choose to succeed
Monsters
Van Richten’s Guide to Ravenloft
creature’s next turn.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or
","rollAction":"Virulent Slam","rollDamageType":"bludgeoning"} bludgeoning damage.
Flesh Entomb (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Flesh Entomb"}. The zombie flings a
Monsters
Strixhaven: A Curriculum of Chaos
"}. Velomachus exhales thunderous sound in a 90-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failure, a creature takes 45 (7d12);{"diceNotation":"7d12","rollType
components and using Intelligence as the spellcasting ability:
1/day each: contact other plane (as an action, contacting a long-dead spirit), divination, move earth, wall of forceVelomachus can take 3
Monsters
Baldur’s Gate: Descent into Avernus
calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases
","rollDamageType":"bludgeoning"} bludgeoning damage.A fiendish flesh golem is a particularly big flesh golem made of stitched-together body parts from devils, demons, yugoloths, and other fiends. As these parts
Monsters
Bigby Presents: Glory of the Giants
these giants, eventually freeing them from the limitations of flesh.
A lightning hulk is essentially a living bolt of lightning, with the one lasting vestige of its former nature being a vague face
strike. At other times, particularly when near metal or solid earth, the hulk seems on the verge of dispersing entirely, losing its last shreds of cohesion as a single entity. Its mental state is
Monsters
Eberron: Rising from the Last War
Commander of Bones. As a bonus action, the knight can target one skeleton or zombie it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target
sinister goals of Lady Illmarrow.
Karrnathi Patriots. Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and
Monsters
Icewind Dale: Rime of the Frostmaiden
golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits
. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently — or
Monsters
Phandelver and Below: The Shattered Obelisk
auger is created when a wicked spirit enters an excavation drill, causing the hulking corkscrew bore to glow brightly with hellfire.
Fueled by the fervent aggression of the evil spirit within, fiendish
-foot-radius sphere centered on itself. This heat spreads around corners. Each creature in this area must make a DC 17 Constitution saving throw, taking 13 (3d8);{"diceNotation":"3d8", "rollType":"damage
Magic Items
Waterdeep: Dragon Heist
;s spirit has the staff’s Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben’s spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again.
. An animated statue obeys the telepathic commands of Khelben Arunsun’s spirit, which is trapped inside the staff (see “Personality” below). A walking statue becomes inanimate if
Monsters
Vecna: Eve of Ruin
shade targets one creature it can see within 60 feet of itself and projects an illusion of that creature’s greatest fear. The target must make a DC 16 Wisdom saving throw. On a failed save, the
’d never see her again—then, to our horror, we did.”
—Hopewell Lightfinger, Sword Coast Adventurer
When the spirit of a malevolent trickster or callous rogue refuses to
Monsters
Fizban's Treasury of Dragons
":"1d6", "rollType":"recharge", "rollAction":"Acid Belch"}. The abomination belches forth a cloud of acidic gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw
abomination is the final stage of a grafter’s transformation—a hulking monster whose corrupted brain is ablaze with desire for treasure. Its abhorrent transformation erases the last
Monsters
Out of the Abyss
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Slow"}. The Jade Spider targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw
against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus
Monsters
Tales from the Yawning Portal
. Each target must make a DC 15 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In
addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the
Monsters
Princes of the Apocalypse
halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can
golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is
Magic Items
Eberron: Rising from the Last War
add the number rolled to the check.
As an action, you can use the goggles to examine an object to identify the aura of the last creature that touched it. Make a Wisdom (Insight) check against a DC of
The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these lenses, you gain the following benefits:
When you make a Wisdom (Insight) check, you can roll a d4 and






