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Returning 35 results for 'next color remain pdf'.
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Magic Items
Dungeon Masterâs 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.
Magic Items
Dungeon Masterâs Guide
the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bagâs color. See the Monster Manual for the
creatureâs stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your
Spells
Playerâs Handbook
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
image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Spells
Playerâs Handbook
Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the
Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DMâs choice).
8
Special. The target is struck by two rays. Roll twice, rerolling any 8.
Magic Items
Dungeon Masterâs Guide
attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times
creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.
Magic Items
Dungeon Masterâs Guide
the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter whatâs in it, the hole weighs
next to nothing.
If the hole is folded up, a creature within the holeâs extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature
Magic Items
Dungeon Masterâs Guide
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property canât be used again until the next dawn.
Paralyze. When you hit a creature
Magic Items
Dungeon Masterâs Guide
cast a spell, you canât cast that spell again from it until the next dawn.
Spirit of Kas. While the sword is on your person, you gain the following benefits:
Battle Hunger. You add 1d10 to your
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
Spells
Playerâs 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
is destroyed by Bright Light shed by the Daylight spell.
7
Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a
Magic Items
Dungeon Masterâs Guide
, Stinking Cloud.
21â25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened
Obscured.
41â45
A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which
Magic Items
Dungeon Masterâs Guide
immediately after you on your Initiative count. The elemental disappears after 24 hours, when it dies, or when you dismiss it as a Bonus Action. You canât use this property again until the next
unexpected. You canât use this property again until 3 days have passed.
Destroying the Axe. The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for 50 years before it finally succumbs to the fire and is consumed.
Magic Items
Dungeon Masterâs Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You canât be located by any Divination magic, but a Wish spell can reveal the location
Magic Items
Dungeon Masterâs Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
âs blank pages, which fills with writing detailing the trapped creatureâs widely known name and depravities. Once used, this action canât be used again until the next dawn.
When you
Monsters
Mordenkainen Presents: Monsters of the Multiverse
investigate the bones for valuables becomes the trapperâs next meal.
A trapper needs to eat a halfling-sized meal once per week to remain sated. Given a steady supply of food, trappers are content to
change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting
Monsters
Quests from the Infinite Staircase
Harmless Lure. The wolf-in-sheepâs-clothing can change the color, texture, and shape of its lure to resemble a Tiny Beast or Tiny object. It can move the lure to reinforce the resemblance (no action
required), but the lure must remain within 15 feet of the wolf-in-sheepâs-clothing, connected by nearly invisible filament-like tendrils.
Monsters
Spelljammer: Adventures in Space
save, the creature takes 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage, and its speed is halved until the end of its next turn. On a
offspring are old enough to fend for themselves. Lunar dragon eggs have stony shells that are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn
Magic Items
Tashaâs Cauldron of Everything
Produced by a special needle, this magic tattoo features designs that emphasize one color.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to
color, as shown on the table below. The DM chooses the color or determines it randomly.
d10
Damage Type
Color
1
Absorbing Tattoo, Acid;Acid
Green
2
Absorbing Tattoo, Cold;Cold
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ât incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn.
Unless surprised, a creature can avert its eyes at the start of its turn to
avoid the saving throw. If the creature does so, it canât see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it
Monsters
Spelljammer: Adventures in Space
","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage, and its speed is halved until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn
shells that are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate.
Lunar dragons
Magic Items
Candlekeep Mysteries
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while youâre asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.
As
a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it canât be used again until the next dawn.
Monsters
Icewind Dale: Rime of the Frostmaiden
telepathically. If it succeeds on its saving throw, the target is immune to this magenâs suggestion spell for the next 24 hours. The magenâs spellcasting ability is Intelligence.Hypnos magen are
like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its
Magic Items
Ghosts of Saltmarsh
remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stoneâs magic, your next two ability checks are made with disadvantage.
stone canât be used this way again until the next dawn.
Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you
Monsters
Spelljammer: Adventures in Space
. On a successful save, the creature takes half as much damage and is incapacitated until the end of its next turn.
Unusual Nature. The leech doesnât require air or sleep.Spiked Tentacle. Melee
":"force"} force damage and be stunned until the end of its next turn.A jammer leech is a barnacle-like creature that begins life as a space-dwelling spore that attaches to the hull of a spelljamming ship
Magic Items
Waterdeep: Dungeon of the Mad Mage
When you drink this potion, you gain the following benefits for the next 8 hours: magic canât put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that donât require sleep, such as elves.
Magic Items
The Book of Many Things
where they are. Once this action is used, it canât be used again until the next dawn.
Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You
can change the style, color, and apparent quality of what youâre wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Humanoid or Beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grungâs next turn.
A grung elite
secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grungâs color (see âVariant: Grung Poison&rdquo
Monsters
Tales from the Yawning Portal
, ends the invisibility as a bonus action, or dies.
Mantle Dependent. The nereid wears a mantle of silky cloth the color of sea foam, which holds the creatureâs spirit. The mantle has an AC and
next turn.
Drowning Kiss (Recharge 5â6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Drowning Kiss"}. The nereid touches one creature it can see within 5 feet of it. The target must succeed
Monsters
Journeys through the Radiant Citadel
rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their currents. From the waist up, riverines have skin the color of the waters they protect but
","rollType":"damage","rollAction":"Phantasmal Mist","rollDamageType":"psychic"} psychic damage and be frightened of the riverine until the end of the targetâs next turn.
Riverâs Fury
Monsters
Mythic Odysseys of Theros
with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost (see âActionsâ below)
1st level (4 slots): color spray, expeditious retreat
":"1d8","rollType":"damage","rollAction":"Ray of Frost","rollDamageType":"cold"} cold damage, and the target's speed is reduced by 10 feet until the start of the hoplite's next turn.Meletian hoplites
Monsters
Vecna: Eve of Ruin
the bone rocâs next turn.
3
Giant Owl. The bone rocâs modifier for Dexterity (Stealth) checks is +8.
4
Peryton. The bone roc has resistance to slashing damage from nonmagical
attacks.
5
Pteranodon. The bone roc doesnât provoke an opportunity attack when it flies out of an enemyâs reach.
6
Roc. The bone rocâs size is Gargantuan, and its flying speed is 120 feet. Its Hit Dice remain unchanged.
PoisonBludgeoning
Magic Items
Van Richtenâs Guide to Ravenloft
until either Harkon Lukas removes the necklace from you or you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot remove the necklace.
Upon donning or
removing the necklace, whether you are attuned to it or not, you are afflicted with werewolf lycanthropy as detailed in the Monster Manual. The curse lasts until the dawn after the next full moon. If you are still wearing the necklace at this time, you are afflicted with the lycanthropy again.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dragonâs Resistance. The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10;{"diceNotation":"1d10","rollType":"roll
kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
Pack Tactics. The kobold has advantage on an attack roll against
Monsters
Mordenkainen Presents: Monsters of the Multiverse
blinded until the start of the druidâs next turn.
Spellcasting. The archdruid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):
At will: beast
Elemental with a challenge rating of 6 or less and can remain in that form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the
Magic Items
Icewind Dale: Rime of the Frostmaiden
determined by rolling on the Hook of Fisherâs Delight table. Once the hook conjures a fish, it canât do so again until the next dawn.
Hook of Fisherâs Delight
d20
Fish Color
-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are
Monsters
Spelljammer: Adventures in Space
","rollDamageType":"cold"} cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isnât
light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate.
Lunar dragons enjoy depriving other creatures






