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Returning 35 results for 'take heart life'.
Monsters
Monster Manual
vampire takes 20 Acid damage if it ends its turn in running water.Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the
Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each
Monsters
Monster Manual
other magical effects.
Undead Restoration. If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space
within the mummy’s lair. The heart is a Tiny object that has AC 17, HP 10, and Immunity to all damage except Fire.Multiattack. The mummy makes one Rotting Fist or Channel Negative Energy attack, and
Monsters
Monster Manual
", "rollAction":"Disrupt Life", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage. Failure or Success: The lich can’t take this action again until the start of its next turn
expend a use to take one of the following actions. The lich regains all expended uses at the start of each of its turns.
Deathly Teleport. The lich teleports up to 60 feet to an unoccupied space it can
Monsters
Monster Manual
water. Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the
). Immediately after another creature’s turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each of its turns.
Beguile
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the dracolich fails a saving throw, it can choose to succeed instead.
Life Suppression. Creatures within 60 feet of the dracolich can’t
version) 1/Day Each: Create Undead (level 8 version), Finger of DeathLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dracolich can expend a use to take one of
Magic Items
Dungeon Master’s Guide
to the blazing heart of a great volcano. With the aid of Moradin, a god of creation, he first crafted four mighty tools: the Starmetal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping
, you can take a Magic action to summon an Earth Elemental. It appears in an unoccupied space you choose within 30 feet of yourself, understands your languages, obeys your commands, and takes its turn
Monsters
Monster Manual
", "rollAction":"Slowing ray", "rollDamageType":"Necrotic"} Necrotic damage. Until the end of the target’s next turn, the target can’t take Reactions; its Speed is halved; and it can take
Hit Points.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the death tyrant can expend a use to take one of the following actions. The death tyrant regains
Magic Items
Dungeon Master’s Guide
).
Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeleton;Skeletons and 15 Zombie;Zombies. These Undead magically rise up from the ground or otherwise form in
skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it hidden and well
Magic Items
Dungeon Master’s Guide
attack rolls and damage rolls made with this magic weapon. If you hit an Undead with this weapon, you take 1d10 Necrotic damage, and the target regains 1d10 Hit Points. If this Necrotic damage reduces you
creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.
When Blackrazor devours a soul that isn’t yours, you gain Temporary Hit Points equal to the slain
Magic Items
Dungeon Master’s Guide
height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra
save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be used again until the next dawn.
Terrify. While holding the rod, you can take a Magic action
Magic Items
Dungeon Master’s Guide
disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life
person, you can take a Magic action to recite words from its pages in a foul, dead language. Each time you do so, you take 1d12 Psychic damage, and each creature within 15 feet of you takes 3d6 Psychic
Magic Items
Dungeon Master’s Guide
at dawn. While holding the book, you can take a Magic action to cast one of the spells (save DC 20) on the following table. The table indicates how many charges you must expend to cast the spell
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
of your prison. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the
Magic Items
Fizban's Treasury of Dragons
This magic ranged weapon resembles a musket, but in lieu of any ammunition, it holds a glowing yellow scale from a topaz dragon in its heart.
The weapon has a normal range of 100 feet and a long
reduced to dust can be restored to life only by a true resurrection or wish spell.
While the weapon is on your person, you can use an action to cast the disintegrate spell (save DC 18). Once this property is used, it can’t be used again until the next dawn.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"4d4+4", "rollType":"damage", "rollAction":"Club", "rollDamageType":"force"} force damage.A wood woad is a powerful bipedal Plant invested with the soul of someone who gave up life to become an
evil act if the victim-to-be is a willing sacrifice.
In the ritual, a living person’s chest is pierced and the heart removed. A seed is pushed into the heart, which is then placed in a tree
Monsters
Storm King's Thunder
. Augrek carries ten crossbow bolts.
Roleplaying Information
Sheriff’s deputy Augrek guards the southwest gate of Bryn Shander and welcomes visitors to town. She has a good heart.
Ideal
: “You’ll get farther in life with a kind word than an axe.”
Bond: “Bryn Shander is my home. It’s my job to protect her.”
Flaw: “I’m head over heels in love with Sheriff Southwell. One day I hope to marry him.”Poison
Magic Items
Candlekeep Mysteries
Carved from an ogre’s petrified heart, the gray figurine depicts the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair
properties:
Undead within 30 feet of the figurine can’t be turned.
Dead creatures within 30 feet of the figurine can’t be brought back to life.
A creature that holds the figurine while
Monsters
Mordenkainen Presents: Monsters of the Multiverse
a successful one.A bodak is the undying remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death.
A worshiper of Orcus can take ritual vows while carving the demon
lord’s symbol on their chest over the heart. Orcus’s power flays body, mind, and soul, leaving behind a sentient husk that consumes life energy near it. Most bodaks come into being in
Monsters
The Wild Beyond the Witchlight
. Every harengon follows their own path through life, their disposition shaped in part by the company they keep. One harengon might travel to far lands, make friends along the way, delight in freedom
and the open trail, and find inner peace. Another might become an adventurer with a strong heart and fervent dreams.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(green).
Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all
dragonshields are champions of their people. Almost all dragonshields begin life as normal kobold;kobolds, then are chosen by a dragon and invested with power for the purpose of protecting the dragon’s
Monsters
The Wild Beyond the Witchlight
life, their disposition shaped in part by the company they keep. One harengon might travel to far lands, make friends along the way, delight in freedom and the open trail, and find inner peace. Another might become an adventurer with a strong heart and fervent dreams.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of carrion, and wallowing in mire. A catoblepas might be found with the one mate it chooses for life and, on occasion, with a calf. A catoblepas attacks anyone that moves too close, especially if
environment, such as healing herbs and clean water, become degraded, and swamp gases take on a hint of the catoblepas’s foulness. Animals in the area are more aggressive and liable to be diseased
Monsters
Curse of Strahd
size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, Strahd can’t take any
.
Stake to the Heart. If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.
Sunlight Hypersensitivity. While
Monsters
Curse of Strahd
furnishings have been bolted to the floor, since the hut lurches from side to side when it walks.
Heart of the Hut. The gemstone that has given life to Baba Lysaga's hut was previously buried in the
with a semblance of life. When she wills it to do so, the hut pulls its gigantic roots free of the earth and shambles around like a spidery behemoth, shaking the ground with every step. The hut
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Annihilating Aura. Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 21 (6d6);{"diceNotation":"6d6","rollType":"damage
","rollAction":"Annihilating Aura","rollDamageType":"necrotic"} necrotic damage. Undead are immune to this aura.
Life Eater. A creature dies if reduced to 0 hit points by the nightwalker and can’t
Monsters
Vecna: Eve of Ruin
successful one.The impaler can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The
ceremonial stake, which is plunged into the heart of a living sacrifice. The hulking form of the relentless impaler then emerges from the sacrifice’s pool of blood, spear in hand.
A relentless
Monsters
Quests from the Infinite Staircase
.
Rejuvenation. When he is destroyed, Nafik gains a new body in 24 hours if his heart is intact, regaining all his hit points. The new body appears in an unoccupied space within 5 feet of Nafik’s
spellcasting ability (spell save DC 14):
At will: Thaumaturgy
2/day each: Command, Silence
1/day: Insect PlagueIn life, Nafik was the high priest of Amun Sa, the last pharaoh of the land of Bakar
Monsters
Tales from the Yawning Portal
ability checks and saving throws.Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack
: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Life Drain"} to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Life Drain
Monsters
Fizban's Treasury of Dragons
greatwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm
of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10);{"diceNotation":"2d6+10","rollType":"damage","rollAction":"Wing Attack","rollDamageType":"bludgeoning"} bludgeoning damage
Monsters
Fizban's Treasury of Dragons
greatwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm
of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10);{"diceNotation":"2d6+10","rollType":"damage","rollAction":"Wing Attack","rollDamageType":"bludgeoning"} bludgeoning damage
Monsters
Fizban's Treasury of Dragons
damage.The greatwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The
within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10);{"diceNotation":"2d6+10","rollType":"damage","rollAction":"Wing Attack","rollDamageType":"bludgeoning"} bludgeoning
Magic Items
Tasha’s Cauldron of Everything
are attuned to the book: animate dead, circle of death, false life, finger of death, speak with dead, summon undead (appears in this book), vampiric touch. It functions as a spellbook for you.
While
of the necromancy school.
As an action, you can expend 1 charge to take on a semblance of undeath for 10 minutes. For the duration, you take on a deathly appearance, and undead creatures are
Monsters
Strixhaven: A Curriculum of Chaos
Life"} pest mascot;pest mascots in unoccupied spaces she can see within 60 feet of herself. The pests obey her commands and take their turns immediately after hers. Any creature, other than a pest, takes
spellcasting ability:
1/day each: greater restoration, mass cure wounds, plant growth, revivify, speak with deadBeledros can take 3 legendary actions, choosing from the options below. Only one
Monsters
Fizban's Treasury of Dragons
damage.The greatwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm
feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10);{"diceNotation":"2d6+10","rollType":"damage","rollAction":"Wing Attack","rollDamageType":"bludgeoning"} bludgeoning
Monsters
Fizban's Treasury of Dragons
greatwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm
of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10);{"diceNotation":"2d6+10","rollType":"damage","rollAction":"Wing Attack","rollDamageType":"bludgeoning"} bludgeoning damage






