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Returning 35 results for 'spirit all causes'.
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spirit all cause
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 creature’s spirit. The mantle has an AC and
out of breath and can’t speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success.
Water Lash. The nereid causes a 5-foot cube of
Monsters
The Wild Beyond the Witchlight
living doll is a mean spirit that encourages those around it to behave badly toward others. The doll takes pleasure in tormenting the guilt-ridden and despondent, hastening their descent into depression
or paranoia. Because it fears its own destruction, the doll rarely causes direct harm to others. When forced to defend itself, it debilitates opponents with its maniacal cackle and assaults the minds
Magic Items
Tomb of Annihilation
staff’s skull protects Acererak from this spirit’s vengeance. Each time a creature other than Acererak expends any of the staff’s charges, there is a 50 percent chance that the life
by magic such as a dispel evil and good spell, it becomes trapped in the staff once more. Once it takes control of another creature, the spirit of the dead archmage attempts to destroy the staff
Monsters
Vecna: Eve of Ruin
Vecna, Afterthought is a Dagger, +2;+2 Dagger.
Undying. If Vecna is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 1d100
.
Rotten Fate. Vecna causes necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a DC 22 Constitution saving throw, taking 96 (8d8 + 60);{"diceNotation":"8d8
Monsters
Mythic Odysseys of Theros
). The archon can innately cast the following spells, requiring no material components:
At will: command, guiding bolt, spare the dying
1/day each: crusader's mantle, spirit guardians
Magic
makes a radiant spear attack, and then its mount can use its reaction to make a melee weapon attack.
Return to Nyx (Costs 3 Actions). The archon causes a corpse it can see within 30 feet of it to burst
feats
Your exposure to the great wind spirit has changed you. You gain the following benefits:
When you move on your turn, you can choose to conjure tiny clouds below your feet, allowing you to move
into unoccupied spaces in the air. You can move a number of feet in this way equal to 5 × your proficiency bonus before the clouds stop appearing. Ending this movement while in the air causes you
Species
Van Richten’s Guide to Ravenloft
lineage.
Dhampir Origins
d8
Origin
1
You are the reincarnation of an ancestor who was a vampiric tyrant.
2
Your pact with a predatory deity, fiend, fey, or spirit causes you
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Samurai The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield
or die fighting. Samurai Features Fighter Level Feature 3rd Bonus Proficiency, Fighting Spirit (5 temp. hp) 7th Elegant Courtier 10th Tireless Spirit, Fighting Spirit (10 temp. hp) 15th Rapid
Adult Deep Dragon
Legacy
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monsters
Fizban's Treasury of Dragons
-and-gray hide is smooth like a salamander’s, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are
.
5
An adult deep dragon craves the knowledge stored in an aboleth;aboleth's nearby lair.
6
A spirit naga desperately wants to claim the key to a mysterious underground door from the hoard
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
tyrant.
2 Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger.
3 You survived being attacked by a vampire but were forever changed.
4 A parasite
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
box, the lid pops open and a soothing voice says the following: “Greetings, operatives. A Canaith mandolin has been stolen from the grave of a famous bard, whose spirit remains restless from the
themselves to you shortly after your arrival. Good luck, operatives.”
Closing the music box causes the golden key to vanish.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
one or more of the pillars, destroying the golem, or forcing the golem out of the room causes Trobriand’s spirit to vacate the golem and attempt to reunite with his normal body, which is hidden in area
of these pillars, Trobriand recently transferred his spirit into the golem. Trobriand is looking forward to testing his new body and attacks intruders on sight, showing no mercy. Trobriand While his
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
hit points by this damage turns to a pile of dust, leaving behind whatever gear it was holding or wearing. Pushing the rusty iron button causes any nonmagical metal objects inside the rusty iron chest
button causes any creature inside the silver chest to make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. Once all three
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
coffer, courtesy of Halaster’s magic. Casting a successful dispel magic spell on the bones (DC 16) ends the effect and causes the skeletal remains to clatter to the floor. Mornhyld’s disembodied spirit
encasing each niche is easily broken, allowing access to the fragment inside. Shattering the glass in a niche causes the light in that niche to go dark. Treasure. The jade staff is presently broken into
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
manifests as grasping limbs or wounded masses within the house’s walls and floors
Spectral Activity d20 Activity
1–3 The spirit causes an object in the room to animate in a whimsical
Types of Hauntings The Spirit of
Lady Theodora Halvhrest When the party enters the house, few menaces initially present themselves. As characters explore, though, spirits gradually stir to life
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
to prevent these heirs from inheriting what is rightly theirs.
7 Society shunned the ghost unfairly in life.
8 Association with the ghost causes their living victim to be shunned by
society.
9 In life, the ghost’s efforts to do good led them to be cursed by a hag, fiend, or powerful spirit.
10 The ghost foils their victim’s efforts to do good.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
isn’t harmful, but it is bitter, viscous, and stains like ink. Mara Silvra. If the characters approach the monolith, the air around them grows colder. The spirit of Mara Silvra (use the banshee stat
and don’t leave area 31. Destroying the monolith causes the limbs and the vestige within to vanish without a trace. Whether the vestige is destroyed or released is for you to decide. Mark of the Raven
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. The door farthest from you swings open on rusty hinges, and beyond it you see a smaller, almost sepulchral chamber.
A change in air pressure causes the door to area C3 to swing open, and the
time. He was sleepwalking when he fell down the well, and he drowned before the servants could get him out. The haunting whispers of his restless spirit terrified the staff, who fled the chalet shortly
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
captive in death. Their sorrow causes them to fear the characters are allies of the invaders who murdered them. Before the haints can say much, or after 1 round of combat, a wraith that looks like a
faceless sea raider manifests near them. This is the spirit of one of the wicked captors the haints are trying to escape. The wraith looks around, then signals toward the characters. If the haints
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
causes the traitor’s spirit to manifest as a Wraith and fight the characters. Skeletal Remains. The skeletal remains in the cells are clad in tattered rags and have no equipment or treasure. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
contain the bones of Papazotl’s most zealous devotees who, even in death, might seek to protect him. Glass Cauldrons Disturbing the chariot, the sarcophagus, or the treasure lying atop it causes twelve
turns to dust and is destroyed if it leaves the Tomb of the Nine Gods (but see "Lost Treasures"). Papazotl’s Spirit. The spirit of Papazotl tries to inhabit any character who touches the amulet of health
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ascending to godhood. In addition to revering Uthgar, each tribe venerates a totem animal spirit after which the tribe is named. Numerous Uthgardt tribes have been vanquished over the years, and at
bury their dead under cairns and earthen mounds. These burial sites are scattered throughout the North in out-of-the-way places. Each Uthgardt tribe also has a single spirit mound that is sacred to its
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Living Doll A living doll is easily mistaken for an inanimate doll or a stuffed animal until it moves. Trapped within each living doll is a mean spirit that encourages those around it to behave badly
toward others. The doll takes pleasure in tormenting the guilt-ridden and despondent, hastening their descent into depression or paranoia. Because it fears its own destruction, the doll rarely causes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to vinegar, and worthless detritus. The tavern’s other rooms are all empty, except for cobwebs, dust, and harmless rats. Spirit on Tap The former tavern is haunted by the poltergeist (specter) of the
speak. It invisibly causes mischief at the expense of the new owners by smashing plates, breaking beer barrels, and so forth. If the characters don’t take the hint, it writes not-so-subtle warnings
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
them to Crinkle, the Firefly Cellar’s kenku caretaker, who has the book. Shemshime’s Bedtime Rhyme contains the malevolent spirit called Shemshime, and the book holds the secret of how to stop it
Outburst. One of the Avowed is overwhelmed by the curse, and his manic humming causes creepy things to happen. Event 3: Singing Skull. The cursed remains of the book dealer who brought Shemshime’s
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a creature nears the statue, the cloakers take turns posing as the spirit of the statue. They offer to bless any character who shows their purity by bathing in the pool. A character who succeeds on a
Wisdom (Insight) check contested by the cloakers’ Charisma (Deception) check recognizes that the “spirit” is a little too eager with its request. Additionally, a character who succeeds on a DC 18
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
hieroglyph on the dial causes the dial to turn, revealing the next symbol in the sequence. The gold medallion is attached to the stone block with sovereign glue, and removing it requires universal
other than stepping on eight floor tiles in the correct order. The sarcophagus is worth 7,500 gp intact but weighs 75 pounds. Removing it from the funeral barge causes four floor-to-ceiling walls of
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
hit points, it is sucked back into the orrery and sent back to the plane from whence it came. Necrotic Flares. The spirit’s presence causes Skall’s orrery to behave erratically. Until the spirit is
examinations in offshoot rooms within the facility, such as the autopsy room. The contents of these rooms are yours to choose; otherwise, they contain nothing of value. Spirit Sump For Characters of 5th–7th
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
death as a wraith, served by specters who were once her loyal retainers. Brysis yearns to accumulate enough life force to leave the confines of her tomb, to which her spirit is bound. The adventurers
.
Chaotic Magic. The tomb was crafted during an age of high magic, and it has become suffused with faerzress. The ancient and chaotic energy now permeating the structure causes any spell cast within the
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
succeed on a DC 15 Strength (Athletics) check to climb an oily rope. Failing this check by 5 or more causes the creature to fall. Prize. If a character wins the contest of fire giant’s spirit, Diasma
contest. Fire Giant’s Spirit Diasma leads the party to the base of a 100-foot-tall cliff. A series of hempen ropes dangle from the clifftop. Each competitor must climb one of these ropes. The first
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the dragon who stole those items might be an opportunity for such spirits to find rest at last. A haunting spirit might fully manifest as a ghost, a specter, a wraith, or a similar creature, or it
might give the haunted item the characteristics of a sentient magic item. The most certain way to end a haunting is to complete the unfinished business that keeps a spirit bound to the mortal world. In
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
nereid wears a mantle of silky cloth the color of sea foam, which holds the creature’s spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment can’t be directly harmed
speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success.
Water Lash. The nereid causes a 5-foot cube of water within 60 feet of it to take a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
remains of the temple’s first high priest (whose spirit now resides as the eidolon in area 25). If the skeleton is examined by a creature in the water, a successful DC 15 Wisdom (Perception) check
reveals a key in its hand. (This fits the secret door leading to the treasure vault in area 38). The key can be easily claimed, but doing so disturbs the skeleton and causes a cylindrical object to dislodge
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
killed linger around me.
5 An alien intelligence intrudes upon my thoughts.
6 A sibling I don’t have shares my body.
Spirit Whispers. You learn the message cantrip if you don’t already
spirits, letting their voices howl through you. If the attacker isn’t deafened, add your proficiency bonus to your AC against that attack, potentially causing it to miss. Once this trait causes an attack
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
farther,” he warns, “lest this cursed monument overtake you. Only death awaits you in these halls.”
The figure is the spirit of Alendria (lawful good ghost), the last king of Cynidicea. Cursed to wander
fools challenge Zargon and his cultists. All who oppose them fail. If the characters attack Alendria’s ghost, the spirit admonishes them and disappears without delivering the hints above. Secret Door






