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Returning 35 results for 'master spell with only action fiend for life'.
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monster spell with only action fiends for life
Monsters
Monster Manual
"}. The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold Monster (level 7 version) or Wall of Fire.Fire, PoisonCold
Diabolical Restoration. If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
Magic Items
Dungeon Master’s Guide
Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
Equipment
When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a
Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead.
Magic Items
Dungeon Master’s Guide
This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the
talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Pure Rebuke. The talisman has 7 charges. While wearing or holding
Equipment
As an action, you can either throw a grenade at a point up to 60 feet away or use a Grenade Launcher to propel the grenade to a point up to 1,000 feet away. The grenade explodes at that point
, creating a particular effect in a 20-foot-radius Sphere. The area of the Sphere is Heavily Obscured by smoke for 1 minute. A strong wind (such as the Gust of Wind spell) disperses the smoke.
Monsters
Monster Manual
Vampiric Connection. While the familiar and its vampire master are on the same plane of existence, the vampire can communicate with the familiar telepathically, and the vampire can perceive through
has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed condition.NecroticDeathless Agility. The familiar takes the Dash or Disengage action.
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
Spells
Player’s Handbook
level for the spell’s level in the stat block.
Otherworldly Steed
Large Celestial, Fey, or Fiend (Your Choice), Neutral
AC 10 + 1 per spell level
HP 5 + 10 per spell level (the steed has a
1 mile (works only with you)
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if
Monsters
Guildmasters’ Guide to Ravnica
Aura of Blood Lust. When any other creature starts its turn within 30 feet of the master, that creature must succeed on a DC 17 Wisdom saving throw, or it must immediately take the Attack action
its next turn.
Innate Spellcasting. The master's innate spellcasting ability is Charisma (spell save DC 17). The master can innately cast the following spells, requiring no material components:
At will
Magic Items
Dungeon Master’s Guide
This item symbolizes unrepentant evil. A creature that isn’t a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it ends its turn
holding or carrying the talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Ultimate End. The talisman has 6 charges
Spells
Player’s Handbook
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
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
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
spellcasting ability (spell save DC 19, +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Ray of Sickness (level 2
Spells
Player’s Handbook
You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was
Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what
Species
Player’s Handbook
Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings possess a brave
;luck of the halflings” in action. When a halfling is in mortal danger, an unseen force seems to intervene on the halfling’s behalf. Many halflings believe in the power of luck, and they
Spells
Player’s Handbook
You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll’s total plus your spellcasting ability
modifier. Those dice are then expended.
Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.
Magic Items
Dungeon Master’s Guide
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation.
A creature attuned to the
Magic Items
Dungeon Master’s Guide
This Tiny pot bears relief scenes of heroes on its cast-iron sides.
You can use the cauldron as a Spellcasting Focus for your spells, and it functions as a suitable component for the Scrying spell
.
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
Spells
Player’s Handbook
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Spells
Player’s Handbook
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so
, where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Monsters
Icewind Dale: Rime of the Frostmaiden
fondness for black licorice, strips of which it keeps in the pockets of its robe. The fiend is attended by Kingsport, a blind, albino giant penguin under the effect of an awaken spell.
Scrivenscry's
anxious penguin servant, Kingsport, was promised a life of enlightenment. The truth is that Kingsport was turned into Scrivenscry's lackey, who lives in fear of his cruel, unpredictable master. The blind giant penguin hopes to be free of the arcanaloth one day.
Monsters
Monster Manual
either an action or a Bonus Action on its turn, not both. Success: Half damage only.
Enervation Ray. Constitution Saving Throw: DC 17. Failure: 16 (3d10);{"diceNotation":"3d10", "rollType":"damage
). Failure: The target has the Unconscious condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake it.
Petrification Ray
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
Magic Items
Dungeon Master’s Guide
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
enmity is overt. The character should experience the devil’s malevolent efforts on multiple occasions. Seeking out the fiend shouldn’t be a simple task, and the adventurer should clash with
Spells
Player’s Handbook
You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the
life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.
Spells
Player’s Handbook
With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died.
The creature returns to life with 1 Hit Point. This spell also
neutralizes any poisons that affected the creature at the time of death.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs
Spells
Player’s Handbook
With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died.
The creature returns to life with all its
Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead
Magic Items
Dungeon Master’s Guide
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
maximum of 24. You can’t gain this benefit from the book more than once.
Enlightened Magic. After you spend the requisite amount of time reading and studying the book, any spell slot you expend to
Monsters
Monster Manual
of its turns.
Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18). The vampire can’t take this action again until
":"recharge", "rollAction":"Hunger of Hadar"}. The vampire casts Hunger of Hadar (level 5 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18).Legendary
Monsters
Monster Manual
Celestial Restoration. If the naga dies, it returns to life in 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Celestial Restoration"} days and regains all its Hit Points unless Dispel
ability (spell save DC 16):
At Will: Thaumaturgy 1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True SeeingPoison
Spells
Player’s Handbook
. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
Monsters
Monster Manual
Concentration or Temporary Hit Points required to maintain the spell)1/Day Each: Greater Restoration, Major Image, Project ImageLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s
. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
Spells
Player’s Handbook
effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to
its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell.
Divine Word Effects
Hit Points
Effect
Spells
Player’s Handbook
Fiend, the target doesn’t return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM’s choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a
Spells
Player’s Handbook
You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground
settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements.
Choose three of the following facts
Magic Items
Dungeon Master’s Guide
Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
(see the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The orb has 7 charges and regains 1d4 + 3 expended






