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Returning 35 results for 'beating burned diffusing conceal remove'.
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Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On
above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On
described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large
Magic Items
Tomb of Annihilation
Transformation
01–20
The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can&rsquo
Species
Spelljammer: Adventures in Space
autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears.
Roll on the Autognome History table or choose an entry that
your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular
Monsters
Divine Contention
concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On initiative count 20
plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the
Monsters
Storm King's Thunder
entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to
magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, needle-like spire — a forty-foot-tall pine tree ravaged by fire long ago, its limbs burned off. Tied to the dead tree near its base are several ghastly dolls made of twigs bound with black hair. Ten
examination of a twig doll reveals something wrapped inside it. By breaking a doll apart, characters can see that it contains a still-beating pig’s heart. Any damage to a heart kills it and causes
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
stopping the ritual will restore the city and its people. This quest, should you choose to undertake it, requires you to retrieve the king’s still-beating heart and remove it from the city to stop the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, which the characters can remove from its corpse. The massive heart is the size of a small trunk and weighs nearly one hundred pounds. Any characters close to it while it is being transported imagine
that they can occasionally hear it beating. A character who carries the heart, even in a bag of holding or similar extradimensional space, makes saving throws against madness with disadvantage. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
trees, an area where the forest has burned or been cut down, and so on. Also describe notable smells and sounds, such as the roar of a faraway monster, the stench of burned wood, or the sweet aroma
spend the next three days trudging through knee-deep mud — the first two days and nights in the pouring rain, and then another day under the beating sun, with swarms of hungry insects feasting on your blood.”
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Docks The docks of Saltmarsh are the beating heart of the town. The fishing trade and related commerce that keep the town alive are based here. The docks have recently undergone a series of
fishing boats. It’s those dwarves — they want to take over! 4 The king’s agents have infiltrated town. It’s only a matter of time before they remove the council and replace them with foppish nobles. 5
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Black Skull Transformation d100 Transformation 01–20 The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
itself, called the Firehive, resembles a gargantuan wasp nest with an open top. Aurnozci’s power causes the Firehive to throb like a beating heart, and the nest’s surface is hot to the touch. Halfway up
before. Warrens of Rot. The endless miles of sodden tunnels and caves beneath Gorewood are called the Warrens of Rot. Each passage was once a tentacular root that at some point caught fire, burned
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. This large workshop was badly damaged by the ancient spell battle that laid waste to the mine. Worktables taking up two corners of the room are scorched, and the plaster has been burned off the masonry
spectator, but so far, the creature has easily handled the assaults of Mormesk’s zombies and ghouls while seeing nothing strange about undead roaming the mine. If the party attempts to remove anything from
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
with a successful DC 12 Wisdom (Perception) check and can use an action to try to remove it, doing so with a successful DC 10 Dexterity check. On a check that fails by 5 or more or if a character opens
decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by a remove
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
stones filled with burned and blackened rubble. As you approach the sooty stones, it is obvious someone has been sorting through the debris. Assorted oddments are piled inside the scorched square of
heaped in another.
A great deal of wood has been sorted into one large mound of badly burned scraps. In the center of the ruins is an opening, and as you move nearer, you see a stone staircase
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, whether the watchers on the ship are alerted to possible danger (a previous incorrect response to the signal), and whether the characters have taken all precautions to conceal their approach. Between the
is mainly of wooden construction, so fire always presents a hazard. The ship could, with some difficulty, be set ablaze and burned down to the waterline. The vessel will not ignite readily, for its
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Low City The beating heart of the Rock lies in the warren of streets and crowded markets of the Low City. It buzzes with activity at all hours, its streets choked with boisterous peddlers, clamorous
. Typically, they are hired by an individual or a business whose welfare (financial or otherwise) is threatened by a monster that has defied less potent attempts to remove or subdue it. From time to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
restore their hit points and remove their injuries. Enlarged Duergar Panicked Ten-Towners rush past you—not to escape the dragon but to get away from a heavily armored, gray-skinned dwarf as big as
feet away, you see two thugs in cold weather clothing beating up an old woman and stealing her food.
The two thugs are neutral evil humans, and the old woman is a commoner with 1 hit point remaining
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fortress on the surface, hidden in the Spine of the World. It contains, among other things, a forge powered by the still-beating heart of a red dragon. Xardorok has a plan for the systematic destruction of
founders, the Dinev family, brought with them an extensive collection of rare books. That collection, stored here, was burned by orcs when the castle was sacked many years ago. The room has not been
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
). A character can conceal a Tiny object from the Watch with a successful DC 12 Dexterity (Sleight of Hand) check. If the Stone of Golorr is found during a search, the Watch sergeant inspects it
and two veterans) down upon the characters, whom “Hyustus” accuses of beating the cell block guards to death. These reinforcements have no reason to believe that Captain Staget isn’t who he appears to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is a badly burned wizard’s spellbook that still contains the following spells: comprehend languages, crown of madness, darkvision, gaseous form, ray of sickness, remove curse, Tenser’s floating disk, and unseen servant.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
contact with the characters for as long as possible. When they are no longer able to conceal their presence, the wereravens greet the characters in humanoid form, clad in sandals and dusty black robes
restoration spell, a remove curse spell, or any other magic that ends a curse, that character is no longer afflicted with wereraven lycanthropy but can choose to remain a member of the Scarlet Sash.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Underdark and brought it back here. If the characters challenge the duergar, the two enlarged ones remove the sack covering the umber hulk’s head and release the creature, after which all four
contains a large, beating heart. A successful DC 15 Intelligence (Arcana) check reveals that the heart belongs to a red dragon and is clearly kept alive by magic. The forge grants the heart three
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
for one tenday (remove curse negates this effect). The third time the creature drinks in a tenday, it suffers the effects of a harm spell (save DC 15). It isn’t safe for an undead to drink from the
hit point maximum is halved for one tenday (remove curse negates this effect). The third time the creature drinks in a tenday, it suffers the effects of a harm spell (save DC 15). It isn’t safe for a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
coffin floating on the liquid deal similar fire damage if they are touched. Treasure Chests Three of the pyramid-temples, which are fastened to the floor, conceal treasure. The top of each temple is
it. The nozzles that produce this spray can be discovered by someone who succeeds on a DC 15 Wisdom (Perception) check. The only way to disarm the “trap” is to disassemble the chest lid and remove it
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with a remove curse spell or similar magic, the afflicted creature has vulnerability to cold damage. This curse negates any resistance or immunity to cold damage the creature might otherwise possess. 4B
a nest. The nest is littered with humanoid bones and also contains a rotted wooden chest with a black serpent formed in the shape of an “S” burned into its lid. It contains 1d4 magic items. Roll on
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Prisoners table or choose entries that interest you. If a prisoner’s game statistics become necessary, choose an appropriate stat block from appendix B of the Monster Manual and remove armor, weapons
Sword Coast’s worst malefactors behind bars. So far, the warden has managed to conceal her Harper affiliation from everyone else in the prison. But she has an unusual problem that she can’t hide as
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
establishment as a front to conceal his dark dealings without the duke’s knowledge. Jabaz knows the location of the secret door in area D4 but won’t volunteer that information, fearing Mortlock’s
lies between them. A rough-hewn staircase to the left leads down to another torchlit chamber.
These three necromites of Myrkul are playing dead. They conceal their skull-headed flails underneath
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
rushes from west to east through the center of the room, crossed by two stone bridges. On the other side of the stream, three bald, gray dwarves work at a roaring forge, beating a white-hot blade into
and partially burned. A table, a bench, and a writing desk have been similarly treated. In the middle of the southern wall, a space has been cleared for a simple sleeping pallet and a pair of large
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
with Strahd, Rictavio plans to unleash his trained saber-toothed tiger upon them, with or without the support of the wereravens. Rictavio wears a hat of disguise and a ring of mind shielding to conceal
are piled two high near the door to the kitchen (area N2e). All the barrels have the Wizard of Wines name burned into them. Nine of the fifteen barrels, including two of the barrels in the curtained
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, Pharblex plans to remove the elf from the picture by any means necessary. It is unlikely that he would choose the middle of a battle against the characters, when he and Borngray are fighting side by side
in the immediate area, close enough to respond within fifteen minutes to the beating of the drum in the barbican. The bullywugs already believe themselves to be lords of the mere, and they act like it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the time is right, Pharblex plans to remove the elf from the picture by any means necessary. It is unlikely that he would choose the middle of a battle against the characters, when he and Borngray
). Another thirty to seventy are in the immediate area, close enough to respond within fifteen minutes to the beating of the drum in the barbican. The bullywugs already believe themselves to be lords of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
portals first, but you can say that their attempts to access the headquarters portal have locked it down temporarily, preventing the Six from accessing it. Remove one failure point from the party’s
Hand) check. On a failed check, the captain and crew members spot and prevent the theft, and each character takes 3 (1d6) bludgeoning damage from the beating they endure as they escape through the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
particularly convincing about their ignorance, Moguhl and her bandits attack in hopes that a good beating can convince them to tell what they know. Moguhl uses the wererat stat block and wields a +1 shortsword
their run-in with Moguhl Vloot, Grand Scribe Liethennson can cast remove curse for a donation of 50 gp. If he feels indebted to the characters (see “Alternative Entry” below), he might cast the spell






