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Returning 35 results for 'bat base during contiguous remove'.
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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
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
Bag of Beans
Legacy
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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
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
Monsters
Curse of Strahd
Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in
bat or wolf form, Strahd can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of
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->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->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->Waterdeep: Dungeon of the Mad Mage
is a cloak of the bat. Piled around the base are 13,700 sp. South Statue. This wooden statue, 10 feet tall, depicts Umbraxakar in humanoid form, appearing as a muscular man with charcoal-colored skin
to alcoves in the north, west, and south walls. At the back of each alcove is a wooden statue with coins piled around its base.
Altar and Extradimensional Rift A detect magic spell reveals auras of
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->Waterdeep: Dungeon of the Mad Mage
is a cloak of the bat. Piled around the base are 13,700 sp. South Statue. This wooden statue, 10 feet tall, depicts Umbraxakar in humanoid form, appearing as a muscular man with charcoal-colored skin
to alcoves in the north, west, and south walls. At the back of each alcove is a wooden statue with coins piled around its base.
Altar and Extradimensional Rift A detect magic spell reveals auras of
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->Waterdeep: Dungeon of the Mad Mage
is a cloak of the bat. Piled around the base are 13,700 sp. South Statue. This wooden statue, 10 feet tall, depicts Umbraxakar in humanoid form, appearing as a muscular man with charcoal-colored skin
to alcoves in the north, west, and south walls. At the back of each alcove is a wooden statue with coins piled around its base.
Altar and Extradimensional Rift A detect magic spell reveals auras of
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->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
order from home plate to first base, first base to second base, and second base back to home plate. The game has the following rules. Setup The offensive team rolls initiative to determine the
batter makes a DC 20 Strength (Athletics) check. On a successful check, the batter hits the ball with their implement and sends it flying into the field, and the batter attempts to move to first base
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
order from home plate to first base, first base to second base, and second base back to home plate. The game has the following rules. Setup The offensive team rolls initiative to determine the
batter makes a DC 20 Strength (Athletics) check. On a successful check, the batter hits the ball with their implement and sends it flying into the field, and the batter attempts to move to first base
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
order from home plate to first base, first base to second base, and second base back to home plate. The game has the following rules. Setup The offensive team rolls initiative to determine the
batter makes a DC 20 Strength (Athletics) check. On a successful check, the batter hits the ball with their implement and sends it flying into the field, and the batter attempts to move to first base
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->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.
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.
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.
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->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.






