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Returning 35 results for 'slot of remains dagger version'.
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Monsters
Monster Manual
Multiattack. The bandit makes three Dagger attacks.
Dagger. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Dagger"}, reach 5 ft. or range 20/60 ft. Hit
: 8 (2d4 + 3);{"diceNotation":"2d4+3", "rollType":"damage", "rollAction":"Dagger", "rollDamageType":"Piercing"} Piercing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction
Monsters
Monster Manual
magical effects.
Undead Restoration. If the flameskull is destroyed, it regains all its Hit Points in 1 hour unless Holy Water is sprinkled on its remains or the Dispel Evil and Good spell is cast
, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save DC 13):
At Will: Mage Hand 2/Day: Magic Missile (level 2 version) 1/Day: FireballFire, Necrotic, Poison
Spells
Player’s Handbook
you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.
Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to
Magic Items
Dungeon Master’s Guide
slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using
the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.
81–85
A creature
Spells
Player’s Handbook
An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.
Any spell of level 5 or lower cast from outside the barrier can’t affect anything within
spells.
Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.
Spells
Player’s Handbook
Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.
When you cast this spell, you
can designate any creatures you choose, and the spell ignores them.
Using a Higher-Level Spell Slot. The amount of ammunition that can be affected increases by two for each spell slot level above 2.
Spells
Player’s Handbook
Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.
When the swarm
the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5.
Monsters
Forgotten Realms: Adventures in Faerûn
instead.Multiattack. Karas makes two attacks using Dread Dagger or Tyrant’s Blade in any combination.
Dread Dagger. Melee or Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit
", "rollAction":"Dread Dagger"}, reach 5 ft. or range 20/60 ft. Hit: 10 (2d4 + 5);{"diceNotation":"2d4+5", "rollType":"damage", "rollAction":"Dread Dagger", "rollDamageType":"Piercing"} Piercing damage plus 4
Magic Items
Stranger Things: Welcome to the Hellfire Club
Weapon Properties: Finesse, Light, Thrown (Range 20/60)
You can take a Bonus Action to magically coat the blade of this Dagger with poison. The poison remains for 1 minute or until an attack using
Monsters
Forgotten Realms: Adventures in Faerûn
attacks. He can replace one attack with a use of Spellcasting to cast Blight or Ray of Sickness (level 6 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Blight, Detect Magic, Dispel Magic, Mage Hand, Prestidigitation, Ray of Sickness (level 6 version)
2/Day Each: Dimension Door
Feats
Eberron: Forge of the Artificer
Intuition. When you use the Cunning Intuition benefit of your Mark of Shadow feat, you can roll 1d6 instead of 1d4.
Improved Shadow. When you use the Shape Shadows benefit of your Mark of Shadow feat to cast Invisibility without a spell slot, you cast the spell as its level 3 version.
Monsters
Forgotten Realms: Adventures in Faerûn
, Prestidigitation
2/Day Each: Speak with Dead, Wall of Force
1/Day Each: Create Undead (level 8 version), Disintegrate, Power Word KillProtective Magic. Sammaster casts Counterspell or Shield in
the Dragon, from whom he commands obedience.
Sammaster rarely remains in one place for long, as he thinks no one can oversee the Cult of the Dragon activities across the Realms as efficiently as he
Monsters
Astarion's Book of Hungers
"} Piercing damage plus 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Necrotic"} Necrotic damage and the creature loses its highest-level available spell slot
spellcasting ability (spell save DC 18):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 4 version), Mage Hand, Prestidigitation
2/Day: Scrying
1/Day: Wall of FireLegendary
Monsters
Princes of the Apocalypse
): burning hands, color spray, mage armor
2nd level (3 slots): scorching ray, suggestion
3rd level (3 slots): fireball, hypnotic pattern
4th level (1 slot): fire shield (see Wreathed in Flame
)
Wreathed in Flame. For the flamewrath, the warm version of the fire shield spell has a duration of “until dispelled.” The fire shield burns for 10 minutes after the flamewrath dies, consuming
Monsters
Waterdeep: Dungeon of the Mad Mage
level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of
invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
* Drivvin has cast mind blank on himself.
Sunlight Sensitivity. While in sunlight, Drivvin has
Monsters
Baldur’s Gate: Descent into Avernus
, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot
): globe of invulnerability
7th level (1 slot): plane shift
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*Traxigor casts these spells on himself before combat.Dagger. Melee or Ranged
Monsters
Baldur’s Gate: Descent into Avernus
spell save DC or fall unconscious for 1 minute.
False Appearance. While the dagger remains motionless and isn't flying, it is indistinguishable from a normal dagger.Dagger. Melee Weapon Attack: +3
Antimagic Susceptibility. The dagger is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the dagger must succeed on a Constitution saving throw against the caster's
Monsters
Waterdeep: Dungeon of the Mad Mage
level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The
archmage casts mind blank, stoneskin and mage armor spells on itself before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach
Monsters
Waterdeep: Dungeon of the Mad Mage
force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The archmage casts mind blank, stoneskin and mage armor
spells on itself before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4
Monsters
Baldur’s Gate: Descent into Avernus
cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*Sylvira Savikas casts these
spells on herself before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4
Archmage
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*The archmage casts these spells on itself
before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2
Monsters
Waterdeep: Dungeon of the Mad Mage
force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*Zox casts mind blank, stoneskin and mage armor spells on
itself before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2
Monsters
Waterdeep: Dungeon of the Mad Mage
, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The archmage casts mind blank, stoneskin and mage
armor spells on itself before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target
Monsters
Waterdeep: Dungeon of the Mad Mage
): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): finger of death
8th level (1 slot): mind blank
9th level (1 slot): time stop
Any creature
reduced to 0 hit points by an animated statue is stable and unconscious.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or
Monsters
Waterdeep: Dungeon of the Mad Mage
cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The archmage casts mind blank
from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
form, major image (6th-level version), wind walk
1/day: create food and water
Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ki
restoration, mass cure wounds, scrying
6th level (1 slot): heroes' feast, true seeing
7th level (1 slot): etherealness, plane shift
8th level (1 slot): control weather
9th level (1 slot): true
Monsters
Waterdeep: Dungeon of the Mad Mage
bond, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The archmage casts mind blank, stoneskin
hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing
Monsters
Keys from the Golden Vault
cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*The simulacrum casts these
spells on itself before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
Mage
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of coldDagger. Melee or
Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
Monsters
Waterdeep: Dungeon of the Mad Mage
force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The archmage casts mind blank, stoneskin and mage armor
spells on itself before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
Monsters
Waterdeep: Dungeon of the Mad Mage
shield, Otiluke's resilient sphere, stoneskin
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind
blank
9th level (1 slot): time stop
*The archmage casts mind blank, stoneskin and mage armor spells on itself before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType
Monsters
Tomb of Annihilation
force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*Syndra casts mind blank, stoneskin and mage armor
the attrition and restore her hit point maximum to normal.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20
Monsters
Princes of the Apocalypse
): dimension door, wall of fire
5th level (1 slot): hold monsterDagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Fire
Monsters
Waterdeep: Dungeon of the Mad Mage
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of coldDagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Mages spend their lives
Monsters
Waterdeep: Dragon Heist
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, sending
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Elemental Gem
Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType