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Returning 35 results for 'been bodies diffusing caution removed'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
, dhergoloths rush into battle like whirlwinds of destruction, lashing out with the five sets of claws that extend from their squat, barrel-shaped bodies. They take contracts to put down uprisings, clear out
brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however, they either forget what
Monsters
Icewind Dale: Rime of the Frostmaiden
vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack
normal vampires, gnoll vampires don’t have coffins where they rest, and they have no such places to return to when their corporeal bodies are destroyed. They are undeterred by running water, and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
−5, the object is destroyed. The penalty on an object can be removed by the mending spell.
Spellcasting. Juiblex casts one of the following spells, requiring no material components and using Wisdom
, creating one or more of the following effects:
Acidic Water. Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them.
Corrupted
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dhergoloth Dhergoloths rush into battle like whirlwinds of destruction, lashing out with five sets of claws, which extend from their squat, barrel-shaped bodies. They take contracts to put down
than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Dhergoloth A kind of yugoloth, dhergoloths rush into battle like whirlwinds of destruction, lashing out with the five sets of claws that extend from their squat, barrel-shaped bodies. They take
dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Dhergoloth A kind of yugoloth, dhergoloths rush into battle like whirlwinds of destruction, lashing out with the five sets of claws that extend from their squat, barrel-shaped bodies. They take
dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dhergoloth Dhergoloths rush into battle like whirlwinds of destruction, lashing out with five sets of claws, which extend from their squat, barrel-shaped bodies. They take contracts to put down
than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dhergoloth Dhergoloths rush into battle like whirlwinds of destruction, lashing out with five sets of claws, which extend from their squat, barrel-shaped bodies. They take contracts to put down
than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Dhergoloth A kind of yugoloth, dhergoloths rush into battle like whirlwinds of destruction, lashing out with the five sets of claws that extend from their squat, barrel-shaped bodies. They take
dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
decorate the walls of the room.
The armillary sphere depicts Toril, its moon, the sun, and other planetary bodies in Realmspace. Any character who has viewed large-scale maps of Faerûn will recognize
armillary chair, the globe closes again. Any attempt to prevent that closing overloads the mechanism; until the blockage is removed, any creature within 5 feet of the armillary sphere that isn’t
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
decorate the walls of the room.
The armillary sphere depicts Toril, its moon, the sun, and other planetary bodies in Realmspace. Any character who has viewed large-scale maps of Faerûn will recognize
armillary chair, the globe closes again. Any attempt to prevent that closing overloads the mechanism; until the blockage is removed, any creature within 5 feet of the armillary sphere that isn’t
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
decorate the walls of the room.
The armillary sphere depicts Toril, its moon, the sun, and other planetary bodies in Realmspace. Any character who has viewed large-scale maps of Faerûn will recognize
armillary chair, the globe closes again. Any attempt to prevent that closing overloads the mechanism; until the blockage is removed, any creature within 5 feet of the armillary sphere that isn’t
Compendium
- Sources->Dungeons & Dragons->Rrakkma
intervals on iron bars that cross the room in a grid, eight feet above the ground. The bodies hang lifelessly from leather straps that are tied down to the grid with elaborate knots. The floors here
slip and fall prone. The viscous fluid coats their hands, imposing disadvantage on their next weapon attack roll. This fluid can be removed by using an action to scrape off the character's hands
Compendium
- Sources->Dungeons & Dragons->Rrakkma
intervals on iron bars that cross the room in a grid, eight feet above the ground. The bodies hang lifelessly from leather straps that are tied down to the grid with elaborate knots. The floors here
slip and fall prone. The viscous fluid coats their hands, imposing disadvantage on their next weapon attack roll. This fluid can be removed by using an action to scrape off the character's hands
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Constant screaming and cursing from the cells combines with an overpowering stench of unwashed bodies, filth, mildew, and rotting straw. Each character must succeed on a DC 10 Constitution check or gain
locked door, at which she offers a word of caution. “This wing is where the worst of our cases are kept. I beg you not to look into any of the other cells. We’ve given succor to many folk over the years
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Constant screaming and cursing from the cells combines with an overpowering stench of unwashed bodies, filth, mildew, and rotting straw. Each character must succeed on a DC 10 Constitution check or gain
locked door, at which she offers a word of caution. “This wing is where the worst of our cases are kept. I beg you not to look into any of the other cells. We’ve given succor to many folk over the years
Compendium
- Sources->Dungeons & Dragons->Rrakkma
intervals on iron bars that cross the room in a grid, eight feet above the ground. The bodies hang lifelessly from leather straps that are tied down to the grid with elaborate knots. The floors here
slip and fall prone. The viscous fluid coats their hands, imposing disadvantage on their next weapon attack roll. This fluid can be removed by using an action to scrape off the character's hands
Compendium
- Sources->Dungeons & Dragons->Monster Manual
affected by unpredictable magic. Magic-users who fail in their attempts to bind elemental spirits to the bodies of Constructs might also accidentally create gray oozes.
Mark Behm
Gray Ooze
to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the Mending
Compendium
- Sources->Dungeons & Dragons->Monster Manual
affected by unpredictable magic. Magic-users who fail in their attempts to bind elemental spirits to the bodies of Constructs might also accidentally create gray oozes.
Mark Behm
Gray Ooze
to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the Mending
Compendium
- Sources->Dungeons & Dragons->Monster Manual
affected by unpredictable magic. Magic-users who fail in their attempts to bind elemental spirits to the bodies of Constructs might also accidentally create gray oozes.
Mark Behm
Gray Ooze
to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the Mending
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Constant screaming and cursing from the cells combines with an overpowering stench of unwashed bodies, filth, mildew, and rotting straw. Each character must succeed on a DC 10 Constitution check or gain
locked door, at which she offers a word of caution. “This wing is where the worst of our cases are kept. I beg you not to look into any of the other cells. We’ve given succor to many folk over the years
compendium
- Sources->Dungeons & Dragons->Faster, Purple Worm! Everybody Dies, Vol. 1
to a hard ambergris-like substance. Space clowns apply the substance to the Unconscious bodies of their victims to keep them fresh for devouring later. Space Taffy is brightly colored, often striped
AC of 17 and 10 Hit Points. Reducing the Space Taffy’s Hit Points to 0 frees one of the Unconscious team members. Characters will need to use caution if attacking the Space Taffy to avoid further harming those covered in the stuff.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the wreckage. It’s impossible to discern the aim of these lighter bipeds from these tracks alone. Skilled Extractor. The Docent was removed with surgical precision, likely by someone who knew exactly
founder as a gesture of respect; they are grateful to the village’s original builders for creating this space they can use to mourn. Mill. The millstones have been removed from this mill, leaving an
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the wreckage. It’s impossible to discern the aim of these lighter bipeds from these tracks alone. Skilled Extractor. The Docent was removed with surgical precision, likely by someone who knew exactly
founder as a gesture of respect; they are grateful to the village’s original builders for creating this space they can use to mourn. Mill. The millstones have been removed from this mill, leaving an
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the wreckage. It’s impossible to discern the aim of these lighter bipeds from these tracks alone. Skilled Extractor. The Docent was removed with surgical precision, likely by someone who knew exactly
founder as a gesture of respect; they are grateful to the village’s original builders for creating this space they can use to mourn. Mill. The millstones have been removed from this mill, leaving an
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ancient empires. The regalia of their terrible rule still adorns their linen-wrapped bodies, their moldering robes stitched with evil symbols and bronze armor etched with devices of dynasties that fell a
, the creature’s heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
see any demon within 60 feet of it and ends its turn not having attempted to attack a demon. This curse can be removed with a remove curse spell or similar magic. At the end of each long rest, a cursed
area: This workshop appears to be where priests and acolytes prepared dead bodies for final interment. The place has been ransacked, with knives, saws, piping, and tubes littering the floor. Acid and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ancient empires. The regalia of their terrible rule still adorns their linen-wrapped bodies, their moldering robes stitched with evil symbols and bronze armor etched with devices of dynasties that fell a
, the creature’s heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ancient empires. The regalia of their terrible rule still adorns their linen-wrapped bodies, their moldering robes stitched with evil symbols and bronze armor etched with devices of dynasties that fell a
, the creature’s heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
see any demon within 60 feet of it and ends its turn not having attempted to attack a demon. This curse can be removed with a remove curse spell or similar magic. At the end of each long rest, a cursed
area: This workshop appears to be where priests and acolytes prepared dead bodies for final interment. The place has been ransacked, with knives, saws, piping, and tubes littering the floor. Acid and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
see any demon within 60 feet of it and ends its turn not having attempted to attack a demon. This curse can be removed with a remove curse spell or similar magic. At the end of each long rest, a cursed
area: This workshop appears to be where priests and acolytes prepared dead bodies for final interment. The place has been ransacked, with knives, saws, piping, and tubes littering the floor. Acid and
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
that wires lead from the journal into another pile of junk, behind which stands the canister of the final brain in a jar. If the journal is removed from this area, has its wires cut, or is opened
the characters. These include instructions and raw materials for crafting artificial bodies for the brains in jars, constructing a flying craft useful for escaping the monastery and further
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Once the su-monsters appear, taking the puzzle cube doesn’t trigger the masks’ curses. The summoned su-monsters are real, and their bodies don’t disappear when they die. Masks. Characters who
examine the stone masks on the walls see that their eyes are open holes, allowing one to peer into the adjoining corridors (area 12C). The masks are extensions of the walls and can’t be removed without
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Once the su-monsters appear, taking the puzzle cube doesn’t trigger the masks’ curses. The summoned su-monsters are real, and their bodies don’t disappear when they die. Masks. Characters who
examine the stone masks on the walls see that their eyes are open holes, allowing one to peer into the adjoining corridors (area 12C). The masks are extensions of the walls and can’t be removed without
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
deactivates if the wardrobe is removed from this chamber or destroyed. Any creature attempting to pass through a wardrobe’s gate from this side is forced back and cannot enter. Each wardrobe weighs
the wardrobe, transforming into screaming orcs before your eyes.
Opening the wardrobe summons an orc war chief and seven orcs. Their bodies, armor, and weapons remain in this chamber when they die






