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                        Returning 35 results for 'must acts armor'.
                    
                
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Dissolving Pseudopod"}, reach 10 ft. Hit: 17 (4d6 + 3);{"diceNotation":"4d6+3", "rollType":"damage", "rollAction":"Dissolving Pseudopod", "rollDamageType":"Acid"} Acid damage. Nonmagical armor worn
                                                
                                            
                                                
                                                     by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.Split
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and
                                                
                                            
                                                
                                                     regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.
The level of the spell bound into the armor determines the spell’s saving throw DC
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear
                                                
                                            
                                                
                                                     heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
                                                
                                            
                                                
                                                    .” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
                                                
                                            
                                                
                                                    .” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    , its Hit Point maximum is half as much, and it can’t cast this spell.
The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The
                                                
                                            
                                                
                                                     which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair.
The simulacrum lasts until it drops to 0 Hit Points, at which point it
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
                                                
                                            
                                                
                                                    .” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical
                                                
                                            
                                                
                                                    .
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop 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
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     of existence other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage
                                                
                                            
                                                
                                                     defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
An Identify spell reveals if the flask contains a
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The
                                                
                                            
                                                
                                                     spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This staff has 20 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 gain a +2 bonus to Armor Class, saving
                                                
                                            
                                                
                                                     must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    
Effect
01
5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the
                                                
                                            
                                                
                                                     forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM’s choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
                                                
                                            
                                                
                                                     from it (save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Animate Dead
1
Blight
2
Circle of Death
3
Finger of
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     within 1 mile of the lair feel as if they’re being watched. Any creature (excluding the beholder and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 13
                                                
                                            
                                                
                                                     150-foot Cone. Until the start of the beholder’s next turn, that area acts as an Antimagic Field spell, and that area works against the beholder’s own Eye Rays.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    –60
A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as it normally would, and
                                                
                                            
                                                
                                                     normal size and remains overgrown for 1 minute.
65–68
An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
                                                
                                            
                                                
                                                    . You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    );{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Grave Bolt", "rollDamageType":"necrotic"} necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or
                                                
                                            
                                                
                                                     deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
At will: detect magic, disguise self, mage armor, minor illusion
1/day each: darkness, dimension
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC
                                                
                                            
                                        
                                                     Magic Items
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on
                                                
                                            
                                                
                                                     to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Special Equipment. Glasstaff wields a staff of defense (see appendix B). With the staff in hand, he can use an action to cast the mage armor spell and use his reaction to cast the shield
                                                
                                            
                                                
                                                    ,” and referring to sordid acts such as kidnapping or arson as “that unpleasant little business” or “those unfortunate events.” He may refer to the characters as his &ldquo
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     spell attacks). The wood elf has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost
1st level (4 slots): mage armor, magic missile, shield
                                                
                                            
                                                
                                                     within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
                                                
                                            
                                        
                                                     Monsters
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's
                                                
                                            
                                                
                                                     spell save DC or fall unconscious for 1 minute.
Ashen Creature. When the armor drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    ): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd
                                                
                                            
                                                
                                                     as an action, Drivvin can summon a demon that has a challenge rating of 6 or lower. The summoned demon appears in an unoccupied space within 60 feet of him, acts as his ally, and can't summon other
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:
The armor improves your combat readiness, granting you a +5 bonus to
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's
                                                
                                            
                                                
                                                     spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.Multiattack. The armor makes two melee attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     armor explodes must make a DC 18 Dexterity saving throw, taking 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Shrapnel Explosion", "rollDamageType":"piercing"} piercing damage on a
                                                
                                            
                                                
                                                    Shrapnel Explosion. When the giant drops to 0 hit points, its armor explodes, destroying the giant’s body and scattering the armor as shrapnel. Creatures within 10 feet of the giant when its
                                                
                                            
                                        
                                                     Magic Items
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     completing this study, you must make a DC 25 Intelligence (Arcana) check. If this check fails, you take 16d10 psychic damage, and you can attempt the check again after another 30 days of concentrated
                                                
                                            
                                                
                                                     increase your Intelligence again.
You gain advantage on saving throws against spells and other magical effects.
When you gain the scroll’s benefits, a stone golem magically appears in an unoccupied space within 60 feet of you and acts as your ally. If you die, the golem turns to dust.
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Fear Aura. Any creature hostile to Bel that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw, unless Bel is incapacitated. Unless the save succeeds, the creature is
                                                
                                            
                                                
                                                    ":"damage","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be stunned until the end of its next turn.Bel can take
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     razerblast’s body and scattering its armor as shrapnel. Creatures within 10 feet of the razerblast when it explodes must succeed on a DC 12 Dexterity saving throw, taking 21 (6d6);{"diceNotation":"6d6
                                                
                                            
                                                
                                                    Searing Armor. The razerblast’s armor is hot. Any creature grappling the razerblast or grappled by it takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Searing Armor
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    Magic Resistance. The zorbo has advantage on saving throws against spells and other magical effects.
Natural Armor. The zorbo magically absorbs the natural strength of its surroundings, adjusting
                                                
                                            
                                                
                                                     its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn’t in contact with any of these
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Psychic Crush
                                                
                                            
                                                
                                                     (Recharge 5–6). The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     blank. The creature is friendly toward Kalain and hostile toward all others. It rolls initiative to determine when it acts. It disappears after 1 minute, when it is reduced to 0 hit points, or when Kalain
                                                
                                            
                                                
                                                     dies or falls unconscious.
Taunt (2/Day). Kalain can use a bonus action on her turn to target one creature within 30 feet of it. If the target can hear Kalain, the target must succeed on a DC 12
                                                
                                            
                                        





