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Returning 35 results for 'bad being dash current remove'.
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Spells
Player’s Handbook
creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM
might deem a modified memory too nonsensical to affect a creature.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.
Using a Higher-Level
Octopus
Legacy
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Monsters
Basic Rules (2014)
cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Giant Octopus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Equipment
Combat
Utility
Whimsy
6
0
9
Spirit root is called such because many Obojimans believe that if you leave it under your pillow at night it will remove any bad spirits&mdash
Monsters
Out of the Abyss
ink extends all around the rocktopus. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the rocktopus can use the Dash action as a bonus action.
Magic Items
Tales from the Yawning Portal
. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with remove curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone.
Monsters
Baldur’s Gate: Descent into Avernus
Cunning Action. On each of her turns in combat, Nine-Fingers can use a bonus action to take the Dash, Disengage, or Hide action.
Dagger Thrower. Nine-Fingers adds double her proficiency bonus to the
be able to see the attacker.The current leader of the Guild, Nine-Fingers Keene, disdains flashy garb and illusion magic. She appears to the world as she is: an unassuming woman of middling age and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash
action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hag. Over time, “Granny” or “Grampy” convinces the child that it’s okay to do bad deeds—starting with breaking things or wandering without permission, then
tokens at any distance (no action required), whereupon the token retains its current form but loses its magic.Cold
magic-items
current environment; in this case, the DM may draw your attention to this object or person.
While the eye is uncovered, you gain the following benefits.
Always Vigilant. The eye remains watchful while
(Perception) or Intelligence (Investigation) check involving sight, you can roll 1d4 and add the number rolled to the ability check.
Symbiotic Nature. Once you attune to this symbiote, you can’t remove it unless you are targeted by a Remove Curse spell or similar magic.
Monsters
The Wild Beyond the Witchlight
will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day: awaken (as an action), plane shift (self only)Skabatha is the oldest member of the
.
Personality Trait. “When dealing with outsiders, I present myself as a kindly old grandmother.”
Ideal. “Children are better off working for me than picking up lots of bad habits
Monsters
The Book of Many Things
target doesn’t have. During any night when there’s a full moon in the sky, the target becomes an NPC under the DM’s control and remains so until the night ends. A Remove Curse spell
transformed. He reverts to his humanoid form if he dies.
Cunning Action. Augustus takes the Dash, Disengage, or Hide action.
Monsters
The Book of Many Things
under the DM’s control and remains so until the night ends. A Remove Curse spell or similar magic ends this curse.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8
hybrid, a Medium giant rat, or his humanoid form. His statistics, other than his size and speed, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He reverts to his humanoid form if he dies.
Cunning Action. Delour takes the Dash, Disengage, or Hide action.
Monsters
Mordenkainen's Fiendish Folio Volume 1
unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.
Keen Hearing. The dire corby has advantage on Wisdom (Perception) checks that rely on
. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their
Monsters
Strixhaven: A Curriculum of Chaos
: detect magic
2/day each: dispel magic, mage armor, remove curse, sending
1/day each: power word stun, scrying (as an action), wall of force
Teleport. The Oracle teleports, along with any
.
The current Oracle is an elderly human named Jadzi. A graduate of Quandrix College, Jadzi has since expanded her studies to encompass all disciplines of spellcasting, tempering the mathematical abstractions she wielded at Strixhaven with benevolent divination and a return to the basics of magic itself.
Modify Memory
Legacy
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Spells
Basic Rules (2014)
inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a
modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature's true memory.
At Higher Levels
magic-items
The Book of Many Things
*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
energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
End. This card is an omen of
races
Spelljammer: Adventures in Space
divine beings who created giff have likewise been forgotten. Their titanic petrified bodies drift on the Astral Sea, isolated and unrecognizable in their current forms.
Although they don’t realize
DM is free to add or remove languages from that list for a particular campaign.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dash When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up
to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dash [Action] When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can
move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash. If you have a special speed, such as a Fly Speed or Swim
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dash [Action] When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can
move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash. If you have a special speed, such as a Fly Speed or Swim
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dash When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up
to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dash When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up
to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dash [Action] When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can
move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash. If you have a special speed, such as a Fly Speed or Swim
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dash [Action] When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can
move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash. If you have a special speed, such as a Fly Speed or Swim
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dash When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up
to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dash When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up
to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dash [Action] When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can
move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash. If you have a special speed, such as a Fly Speed or Swim
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dash When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up
to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dash [Action] When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can
move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash. If you have a special speed, such as a Fly Speed or Swim
monsters
0 hit points, its current hit point total instead resets to 237 hit points and it gains 100 temporary hit points as deformed, tumorous growths sprout from its skin. Additionally, the rakshasa can use
, or touches is suppressed while the target is in contact with the item. The curse can be lifted by a remove curse spell.Weavebender. When a ranged spell attack or a spell with an area of effect centred
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Running the Chase Participants in the chase are strongly motivated to take the Dash action every round. Pursuers who stop to cast spells and make attacks run the risk of losing their quarry, and a
quarry that doesn’t take the Dash action is likely to be caught. Dashing A chase participant can take the Dash action a number of times equal to 3 plus its Constitution modifier (minimum of once). Each
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Running the Chase Participants in the chase are strongly motivated to take the Dash action every round. Pursuers who stop to cast spells and make attacks run the risk of losing their quarry, and a
quarry that doesn’t take the Dash action is likely to be caught. Dashing A chase participant can take the Dash action a number of times equal to 3 plus its Constitution modifier (minimum of once). Each
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Running the Chase Participants in the chase are strongly motivated to take the Dash action every round. Pursuers who stop to cast spells and make attacks run the risk of losing their quarry, and a
quarry that doesn’t take the Dash action is likely to be caught. Dashing A chase participant can take the Dash action a number of times equal to 3 plus its Constitution modifier (minimum of once). Each
monsters
0 hit points, its current hit point total instead resets to 65 hit points and it gains 40 temporary hit points as deformed, tumorous growths sprout from its skin. Additionally, the rakshasa can use
suppressed while the target is in contact with the item. The curse can be lifted by a remove curse spell.Weavebender. When a ranged spell attack or a spell with an area of effect centred on a point targets