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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     tome are filled with indecipherable scrawls. The remaining pages are blank.
While attuned to this item, you can use it as a Spellbook and an Arcane Focus. In addition, while holding the tome, you can
                                                
                                            
                                                
                                                     again until the next dawn.
Only you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased.
Vecna watches anyone using this tome and can write cryptic messages in it. These messages typically fade away after they are read.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until the next dawn, when they collapse into inanimate piles of bones and rotting corpses. Once you use this
                                                
                                            
                                                
                                                     property, you can’t use it again until the next dawn.
While holding the wand, Orcus can summon any kind of Undead, not just skeletons and zombies. These Undead don’t perish at dawn the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ’s blank pages, which fills with writing detailing the trapped creature’s widely known name and depravities. Once used, this action can’t be used again until the next dawn.
When you
                                                
                                            
                                                
                                                     those hours pass, anyone who opens the book’s remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semisentient domain
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it disappears. Unless the card is the Fool or
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Spells
                                                    Forgotten Realms: Heroes of Faerûn
                                                    
                                                
                                            
                                                     Thunder damage, you can take a Reaction to expend one sphere and give yourself Resistance to the triggering damage type until the start of your next turn.
Energy Blast. As a Bonus Action, you send
                                                
                                            
                                                
                                                     whether you hit, the sphere is expended.
The spell ends early if you have no more spheres remaining.
Using a Higher-Level Spell Slot. The number of spheres increases by 1 for every spell slot level above 6.
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    "} piercing damage, and each creature within 10 feet of the feyr that can see it must succeed on a DC 13 Wisdom saving throw or be frightened of the feyr until the end of the feyr’s next turn
                                                
                                            
                                                
                                                     air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a confrontation.
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    . Once this property is used, it can’t be used again until the next dawn.
Petrification. The war pick has 1d6 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit
                                                
                                            
                                                
                                                     points, you can expend 1 charge from the war pick to have that creature make a DC 15 Constitution saving throw. On a failed save, the creature has the petrified condition for 8 hours. When the war pick has no charges remaining, it loses this property.
                                                
                                            
                                        
                                                     Magic Items
                                                    Divine Contention
                                                    
                                                
                                            
                                                    This small metallic object is comprised of rune-covered parts made from different metals, linked together with a variety of gears, bands, bits, and bobs. The metals are all different colors, making
                                                
                                            
                                                
                                                     saving throw. On a failed save, it takes 28 (8d6) thunder damage and is stunned until the end of its next turn. On a successful save, it takes half as much thunder damage and is not stunned
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    ":"Shocking Grasp","rollDamageType":"lightning"} lightning damage, and the target can't take reactions until the start of its next turn.
Acid Splash (Cantrip). The simulacrum hurls a bubble of acid at one
                                                
                                            
                                                
                                                     its remaining spell slots sparingly.
The sunken Netherese tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    ", "rollDamageType":"psychic"} psychic damage and has the incapacitated condition until the start of its next turn. On a successful save, a creature takes half as much damage only. The manifestation persists
                                                
                                            
                                                
                                                     remaining leaders choose an initiate to fill the position, preferring initiates from the oldest broods.
A new hierophant undergoes a rite similar to the rite of initiation, but only the other
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed until the start of the necrichor’s next turn.
Necrotic Bolt. Ranged Spell Attack: +6;{"diceNotation
                                                
                                            
                                                
                                                    ":"necrotic"} necrotic damage, and the target can’t regain hit points until the start of the necrichor’s next turn.
Blood Puppeteering (Recharge 6);{"diceNotation":"1d6","rollType
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     be poisoned until the start of the abomination’s next turn.
Regeneration. The abomination regains 10 hit points at the start of its turns if it has at least 1 hit point.Multiattack. The
                                                
                                            
                                                
                                                     their former selves remaining. In the most extreme cases, the resulting abomination holds no remnant of the person it once was and is utterly ruled by a dragon’s lust for treasure.
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair.
The lich calls forth the spirits of
                                                
                                            
                                                
                                                     the lich's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     remaining damage. This tether lasts until initiative count 20 on the next round or until Exethanter or the target is no longer in the Exethanter’s lair.
Exethanter calls forth the spirits of
                                                
                                            
                                                
                                                    . If a target’s saving throw is successful or the effect ends for it, the target is immune to the Exethanter’s gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead
                                                
                                            
                                        
                                                    Baphomet
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     against him have advantage until the start of his next turn.Multiattack. Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.
Heartcleaver. Melee
                                                
                                            
                                                
                                                     succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet’s Frightful Presence for the next 24 hours.Baphomet can take 3 legendary actions, choosing from the
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     (Costs 3 Actions). Olhydra transforms her watery body into acid. This effect lasts until Olhydra’s next turn. Any creature that comes into contact with Olhydra or hits her with a melee attack
                                                
                                            
                                                
                                                     saving throw or be pulled up to 20 feet into the water and knocked prone.
Water within 120 feet of Olhydra becomes murky and opaque until initiative count 20 of the next round. A creature with
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     until the end of its next turn.
Unusual Nature. The oblex doesn’t require sleep.Multiattack. The elder oblex makes two Pseudopod attacks, and it uses Eat Memories.
Pseudopod. Melee Weapon Attack
                                                
                                            
                                                
                                                     bodies, sending these copies off to lure prey into their clutches while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     sight of the creature.
If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet’s Frightful Presence for the next 24 hours.
Spellcasting
                                                
                                            
                                                
                                                     that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20. Charisma is Baphomet’s spellcasting ability for this spell.
Reverse Gravity. Baphomet chooses a
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     until the end of its next turn.
Unusual Nature. The oblex doesn’t require sleep.Multiattack. The oblex makes two Pseudopod attacks, and it uses Eat Memories.
Pseudopod. Melee Weapon Attack: +7
                                                
                                            
                                                
                                                     while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.
Unless it is the Mystery card, a drawn card immediately takes effect, fades from existence, and
                                                
                                            
                                                
                                                    
*Found only in a deck with twenty-two cards.
Beginning. Your hit point maximum and current hit points increase by 2d10. Your hit point maximum remains increased in this way for the next 8 hours
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     of his next turn.
Spellcasting. Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction
                                                
                                            
                                                
                                                    , provided it has at least 1 hit point remaining. Strahd can, as a bonus action on his turn, break his link to the Heart of Sorrow so that it no longer absorbs damage dealt to him. Strahd can
                                                
                                            
                                        
                                                    Demonomicon of Iggwilv
                                                    
    
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                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     depravities. Once used, this action can’t be used again until the next dawn.
When you finish a long rest, if you and the Demonomicon are on the same plane of existence, the trapped creature of the
                                                
                                            
                                                
                                                     pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book’s remaining binding is transported to a nascent layer of the Abyss that lies hidden
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , the creature takes 42 (12d6);{"diceNotation":"12d6", "rollType":"damage", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the
                                                
                                            
                                                
                                                     hatchery. Visitors might discover an egg or an emerald dragon wyrmling in one of the chambers.
Preserved Vaults. The dragon has left most of the remaining areas of the vaults as they were when their
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     (16d6);{"diceNotation":"16d6", "rollType":"damage", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature makes an attack
                                                
                                            
                                                
                                                     of the remaining areas of the vaults as they were when their creators abandoned them, taking great interest in the artifacts and architecture they left behind. Visitors who manage to convince the
                                                
                                            
                                        
                                                    Color Spray
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A
                                                
                                            
                                                
                                                     creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
                                                
                                            
                                        
                                                    Sleep
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed
                                                
                                            
                                        
                                                    Lich
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in
                                                
                                            
                                                
                                                     gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the
                                                
                                            
                                                
                                                    , it reverts to its original form, and any remaining damage carries over to that form.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
                                                
                                            
                                        
                                                    Firbolg
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     of our camp. Soveliss told me that firbolgs must have claimed the forest, and they wanted to show us we had no further business there. If we lingered, he assured me, our heads would be next.
&mdash
                                                
                                            
                                                
                                                     tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                     have less than half of your hit points remaining.
You can draw upon the Corruption within you to channel your magical power. You don’t need to use a spellcasting focus for your spells, allowing
                                                
                                            
                                                
                                                     amount of the damage equal to three times your level; you take any excess damage as normal. At the end of your next turn, you must make a Constitution saving throw, the DC of which is equal to 10 or
                                                
                                            
                                        
                                                    Animate Objects
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a
                                                
                                            
                                                
                                                     speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining
                                                
                                            
                                        
                                                    Valindra Shadowmantle
                                                    
    
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                                                     monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     successful or the effect ends for it, the target is immune to Valindra's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Valindra must make a DC
                                                
                                            
                                                
                                                     damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until
                                                
                                            
                                        
                                                    Wand of Orcus
                                                    
    
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can’t use it again
                                                
                                            
                                                
                                                     until the next dawn.
While attuned to the wand, Orcus can summon any kind of undead, not just skeleton;skeletons and zombie;zombies. The undead don’t perish or disappear at dawn the following day
                                                
                                            
                                        
                                                    Deck of Many Things
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears
                                                
                                            
                                                
                                                    -handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.
Donjon. You disappear and become
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Puzzle Features The magical maze the characters find themselves in is comprised of an endless series of identical chambers. Each chamber has four passages, one at each cardinal direction. The goblin
                                                
                                            
                                                
                                                     new riddle that hints which direction to travel in next. If they make an error, the characters encounter a monster of your choice and then must backtrack from their last correct turn. After three
                                                
                                            
                                        






