Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'base before distance contiguous remove'.
Other Suggestions:
bard before distant contiguous resolve
bard before distant contiguous recover
beast before distance contiguous remove
bard before distant contiguous remote
bard before distant contiguous removed
Magic Items
Dungeon Master’s Guide
, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water
takes 10d6 Force damage from an internal explosion.
91–95
A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other
Bag of Beans
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later
. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.
91-99
A pyramid with a 60-foot‐square base bursts upward. Inside is a sarcophagus containing a mummy
Spells
Xanathar's Guide to Everything
tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.
A small keep stands inside the enclosed
area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
): calm emotions, lesser restoration, silence
3rd level (3 slots): dispel magic, remove curse, sending
4th level (3 slots): banishment, freedom of movement, guardian of faith
5th level (3 slots): greater
idealized form. Such creatures are rarely aggressive toward others that aren't normally prey. Evil creatures can't tolerate the holy atmosphere within the same distance, and usually choose to live much
Monsters
Curse of Strahd
. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6;{"diceNotation":"3d6","rollType":"damage","rollAction
he might need help and traveled for months to reach Strahd’s domain. She rode her wagon to Vallaki and learned about an old tower that seemed the sort of place van Richten would use as a base
Magic Items
Keys from the Golden Vault
condemns anyone who tries to remove it from its gold-leaf frame.
Wealth of Information. The painting’s primary purpose is to observe and recall conversations. Over the past few decades
the painting knows and what it doesn’t.
While attuned to the painting, you can take an action to telepathically contact it over any distance, provided you and the painting are on the same plane
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
before you is filled with a veil of thick vapors. The stones on either side of the base and the keystone protrude slightly from the stones around them. As you move to within touching distance, the left
-hand base stone begins to glow yellow, the right-hand base stone orange, and the keystone seven feet above blue.
Nothing will cause the vapors to clear, nor will any sort of magic allow sight into
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
distance. Once the characters get within 100 miles of the Purple Rocks, they have a base 10 percent chance per day of locating the Morkoth. This chance assumes that the characters are traveling in one
characters to find the Morkoth, ascertain the rough distance from the party’s starting location to the Purple Rocks, then calculate the amount of time it would take the party’s conveyance to travel that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
4. With Sword in Hand Sword Stand. An unadorned wooden armor stand rests in the middle of the room, with a faintly glowing longsword stabbed into it. At the base of the stand lie the skeletal remains
.
The longsword is easy to remove from the armor stand, requiring no ability check. A detect magic spell reveals that the sword is magical. It sheds dim light in a 10-foot radius. It also carries a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. A cylinder's point of origin is included in the cylinder's area of effect. Line A line
point's distance from the point of origin. A cone's area of effect specifies its maximum length. A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise. Cube
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. A small keep stands inside the enclosed area. The keep has a square base
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
green paint. Man-sized demonic statues stand near the base of the stairs. The heavy carpet near the entryway is stained with the muddy boots of returning hunters. The two demonic statues are gargoyles
a crude wooden stand vaguely shaped like a headless elf. A freezing rune can be remove with dispel magic (DC 15), whereupon the armor becomes nonmagical.
Magic Items
The Book of Many Things
object or individual, as well as the distance between you and the object or individual, even if the object or individual is on a different plane of existence. If you named an individual, you know if
you are proficient with appears in your hands. The DM chooses the armor. If you lack proficiency with any armor, your base AC instead now equals 12 + your Dexterity modifier while you aren’t
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
green paint. Man-sized demonic statues stand near the base of the stairs.
The heavy carpet near the entryway is stained with the muddy boots of returning hunters. The two demonic statues are gargoyles
crude wooden stand vaguely shaped like a headless elf. A freezing rune can be remove with dispel magic (DC 15), whereupon the armor becomes nonmagical.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Azure Sea (p. 27) The following text has been added between the “Pale Prow” and “Dreadnaught” sections. Salted Glade The Salted Glade is a galleon made from the base of a massive, buoyant tree. A
grove of smaller trees grows from its deck, their boughs catching the winds to propel the ship. From a distance, the two treants who serve as the ship’s main artillery are visible moving on deck.
The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
their stronghold, taking full advantage of the treacherous terrain (ice slides, rigging tunnels to collapse on the party, and so forth). They will also make active efforts to locate the characters’ base
below—a distance of some 50 to 150 feet depending on position. Every hour the party moves along the icy terrain, randomly choose one character to make a DC 10 Dexterity (Acrobatics) check. If the check
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Shu they don’t intend to attack Rigus. Shu’s demand to remove the walking castle is nonnegotiable, though, and the distance he insists on is a day’s travel away. The Castellan can drop the characters
. Towers and siege engines bristle across these rising walls, and even from a distance, you can make out regimented patrols of armored figures. Simple structures and homes squeeze between the town’s
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
, characters can see numerous caves in the Spindle’s base. Sounds. Nothing stirs in the shallow water. In the distance, sea birds call to each other, swooping and diving for food in the deeper waters
tapers at the edge to form a rim. The Spindle is 200 miles across at its base and tapers to a peak 1,000 miles above sea level. Light. The shores of the Spindle are dimly lit. The distant sun provides
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
point of origin to the perimeter of the circle, forming the base of the cylinder. The spell’s effect then shoots up from the base or down from the top, to a distance equal to the height of the
from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length. A cone’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
swings open into area 40b.
The dwarf statue is inseparable from its base, and its base is inseparable from the floor. If anyone other than Arcturia opens the secret door, the statue transforms into
phylactery. The phylactery does not detect as magical. If the characters remove the phylactery from this room, the demonic pedestal in area 40b transforms into a nalfeshnee and attacks them. Destroying
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
-inch-wide holes pierce the base of each door.
When opened, the bronze doors slide into wall niches to either side of the tunnel. To pull the doors apart, the yuan-ti broodguards under Nahth’s
fight with them. Combat here draws reinforcements from area 2. Snake Pits Beyond the main gate are three pits covered with iron grates. When enemies attack, the broodguards remove the grated covers
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Intelligence check to alter a nonmagical object that isn’t being worn or carried. The same rules for distance apply, and the DC is based on the object’s size: DC 10 for Tiny, DC 15 for Small, DC 20 for
an action to make an Intelligence check to stabilize a spherical area centered on the creature. The DC depends on the radius of the sphere. The base DC is 5 for a 10-foot-radius sphere; each
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
learn which settlement the player characters are using for a base and send a small force with a devastation orb to ravage that settlement — preferably with the characters in it. While the characters rest
others kneel before it.
The object is a devastation orb, and it’s ready to explode. The cultists remove the device from its case and wait for it to detonate. See chapter 7 for descriptions of the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
to physically manipulate them. In this game, the other mascots jovially participate in the stacking contest. The spirit statues offer to serve as each stack’s base. The art elementals, fractals, and
inklings gleefully wait to be piled on the stacks while the pests snack away, oblivious to the game. From a distance, pests look round, squishy, and cuddly. Up close, they’re sharp
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the rough likeness of a wolf-headed woman draped in garlands of vines and night flowers. Piled around the statue’s base is an incredible amount of treasure. A woman in shredded clothes kneels before the
. Treasure The treasure piled around the base of Mother Night’s statue includes: 4,500 cp, 900 sp, and 250 gp (all coins of mintages foreign to Barovia) Thirty 50 gp gemstones and seven 100 gp gemstones Twelve
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from the bag, plant it
by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion. 91–95 A pyramid with a 60-foot-square base bursts upward. Inside is
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Swarms Base creatures are among the first to respond to sinister forces at work in a land. As nefarious powers grip an area, populations of maggots, scarabs, and similar scavenging insects explode
body, and the creature takes 3 (1d6) piercing damage at the start of each of its turns. Any creature can use an action to kill or remove the scarabs with fire or a weapon that deals piercing damage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from the bag, plant it
by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion. 91–95 A pyramid with a 60-foot-square base bursts upward. Inside is
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the players in advance that you’ll make use of the Internet with a 30-second time limit to mimic the sphinx’s vast knowledge base. If this is a game-world question, you can instead let the sphinx
decrease by 1. This toll is magically extracted immediately, and manifests as another of the sphinx’s mechanical Ioun stone-like devices. This curse can be removed only by a remove curse spell cast by an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean
-square base bursts upward. Inside is a sarcophagus containing a mummy lord (see the Monster Manual for statistics). The pyramid is treated as the mummy lord’s lair, and its sarcophagus contains treasure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean
-square base bursts upward. Inside is a sarcophagus containing a mummy lord (see the Monster Manual for statistics). The pyramid is treated as the mummy lord’s lair, and its sarcophagus contains treasure
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
set the scene: A wall of storms surges and howls in the distance. The sunny, mild weather gives way immediately to rain and hail, violent winds, and electrical discharges. Passing in and out of the
becomes stunned, a mark resembling three parallel lightning bolts appears on their head. It can only be removed by a remove curse spell, and its effects are noted later in this quest. Note that three
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
human corpses. One of the corpses is being torn apart by a pack of wild dogs.
The Red Wizards seized this compound as their base of operations in Omu, but yuan-ti attacked and nearly wiped them out
stole their enemies’ weapons. Six wild dogs (use jackal statistics) feed on one of the Red Wizards. The dogs pose no threat if the characters keep their distance. Spirit Pole The yuan-ti burned their
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, and she passes this information to the pirates via a sending stone. Even more than their deal with Liara Portyr, the pirates’ most important asset is this hidden base, and every pirate must swear a
blood oath to protect its secret location. Any ship that sails within visual distance of the anchorage is attacked and chased, if necessary. The Brazen Pegasus (see “Harbor Ward") has a good chance to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. If an alarm sounds, the guards drop a heavy wooden crossbar across the double door to the south until Chief Yarb-Gnock gives the order to remove it. A ram or a similar siege weapon is needed to break
base that allows it to stand upright and seams at the top that suggest it opens like a flower. Though it looks smooth, its surface feels tacky. It weighs 250 pounds and has a panel of flashing lights






