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Returning 35 results for 'before barrel drawn contingency removed'.
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Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
Monsters
Mordenkainen Presents: Monsters of the Multiverse
evil act if the victim-to-be is a willing sacrifice.
In the ritual, a living person’s chest is pierced and the heart removed. A seed is pushed into the heart, which is then placed in a tree
might die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over.
Wood woads are drawn to creatures that have close ties
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears
Magic Items
Bigby Presents: Glory of the Giants
This set of 1d4 + 2 small paint pots contains pigments mixed from crushed luminescent gemstones. This magical paint bestows temporary magical gifts on creatures with runes drawn on their skin with
creature can benefit from only one painted rune at a time, so a new rune painted on a creature has no effect unless the old one is removed first. The rune’s benefits last for 8 hours or until the painted creature uses its action to wipe away the rune.
Minotaur
Legacy
This doesn't reflect the latest rules and lore.
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Species
Guildmasters’ Guide to Ravnica
tactics that make them excellent commanders as well as valuable shock troops.
Horns and Hooves
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size
name is drawn from that long list of minor characters of legend, so that those folk are never forgotten.
Male Names: Alovnek, Brogmir, Brozhdar, Dornik, Drakmir, Drazhan, Grozdan, Kalazmir, Klattic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
., one target. Hit: 21 (4d6 + 7);{"diceNotation":"4d6+7","rollType":"damage","rollAction":"Acid Lash","rollDamageType":"acid"} acid damage. Any creature killed by this attack is drawn into Juiblex
−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
Magic Items
Tasha’s Cauldron of Everything
your own teeth falls out, and the drawn tooth takes its place, resizing to fit in your mouth. Once the tooth is implanted, you gain the effect noted in the Implanted Effect column. The tooth can
’t be removed while you are attuned to the teeth, and you can’t voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the
Monsters
Waterdeep: Dungeon of the Mad Mage
incapacitated in her resting place, Keresta is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Keresta takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she
under its command.
After Vanrak destroyed the vampire and conquered its lair, he took Keresta under his wing. Consumed by darkness and loss, Keresta was drawn to Shar like a moth to a flame and rose
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Vistani (p. 26 & 27) The first three sentences of this section have been replaced with the following text: “The Vistani (singular: Vistana) are wanderers, traveling about in horse-drawn, barrel
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
immune to the despair that besets all other visitors to that plane. They travel in horse-drawn, barrel-shaped wagons and have no permanent home. The Vistani display their wealth openly as a sign of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Vistani The Vistani (singular: Vistana) are wanderers, traveling about in horse-drawn, barrel-topped wagons, which they build themselves. Compared to Barovians, they are flamboyant, dressing in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
feet wide, and 6 feet tall, with a half-barrel-shaped lid. It is stuck to the floor and can’t be moved. The gold key in the lock is not the key that unlocks the chest, and it can be safely removed
, causing the gold key to turn back to its original position. The portal closes instantly if the gold key is removed from the chest’s lock. Treasure. The gold key is worth 25 gp. Inside the chest, held in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Metal Pools This cave has a 30-foot-high ceiling and contains two 10-foot-deep pools of shiny liquid metal drawn from the Elemental Plane of Earth. The western pool holds liquid iron, the eastern
removed from a pool, its depth never changes. Metal removed from the pool solidifies instantly, becoming as strong and immutable as wrought iron or cold steel. The metal instantly hardens upon leaving the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with pins or needles, the student it represents is blinded until the pins or needles are removed, or until a remove curse spell or similar magic is cast on that student. If the doll is stabbed through
the back with a knife or similar sharp instrument, the student it represents is paralyzed until the instrument is removed, or until a remove curse spell or similar magic is cast on that student. If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
direction, you see a tiny symbol drawn on the wall in yellow chalk: a palm-sized circle with ten equidistant spokes radiating out from its circumference. The hideout of the Xanathar Guild operatives
markings have yet to be removed. Gazer Guard Before arriving at the Xanathar Guild hideout, the characters have an encounter in the sewers: After an hour of following signs through the tunnels, you come
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
(see appendix D) is inside her hut unless she has been drawn forth by activity elsewhere. The squawks of the birds are music to her ears, but the noise makes it impossible for her to hear anyone
damage. Hut Interior The hut is fifteen feet on a side and packed with old furniture, including a wooden cot, a wicker cabinet, a slender wardrobe, a wooden table, a stool, a barrel-topped wooden chest
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
, the mirror, which is really an ochre jelly of unusual color, comes out of the frame and falls upon the character. Behind this false mirror is a door, which can be opened once the jelly is removed
or be drawn through the glass, becoming submerged in the water. Weapons can be used to break the glass (AC 15, 20 hit points). If the glass is destroyed, the water in the pool and those trapped in it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
blessing and nothing more. 7d. Water Torture Narizmar. A nude male drow named Narizmar Do’ett is strapped to a sturdy table positioned beneath a suspended 80-gallon water barrel. A spider silk hood covers
his head. (His weapons, shirt, and armor lie in a pile in the northeast corner.)
Sylkress. Unless she is drawn to area 7c by sounds of combat there, a female drow elite warrior named Sylkress
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The surviving objects continue to float, doing so even if removed from the room. It takes almost no effort to move them, and they sink to the floor under 1 pound or more of additional weight. A
is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. Muiral carries the key that unlocks this chest. The lock can be picked with thieves’ tools and a successful
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, above the fog, is a ring of barrel-topped wagons that surround a large tent with a column of smoke pouring out through a hole in the top. The tent is brightly lit from within. Even at this distance
female humans) emerge from three of the surrounding wagons (area N9g) and arrive at the tent with weapons drawn in 2 rounds. Luvash won’t meddle in the characters’ affairs without Strahd’s consent
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
removed in this way falls under a curse. While so cursed, whenever the character drops to 0 hit points, they are treated as if they had already failed one death saving throw. This curse can be removed only
— clockwork ants forming signals and signs, messages drawn by mechanical hands, consultation with the trapped mind flayer, and so on. As best he can, Kwalish tries to instruct characters in the methods that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
her brothers “boorish and bumbling.” Notably, Annam does not refute her on that point.) Annam’s disappointment in his sons caused him to retreat to a hidden realm within the Outlands, far removed from
their descendants. Ultimately, this acknowledgment holds out the possibility that Annam’s faith in his descendants might be restored and the All-Father might one day be drawn from his self-imposed exile
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of rock. If the miners notice the party, they attack, letting their enlarged allies barrel in first. 18d. Overseer This section of the mine has been depleted of mithral and iron ore. It contains the
converge on her location with their weapons drawn. The battle cry also awakens the guards sleeping in area 19b, who collect their weapons and investigate. If her gorgon mount is killed or she is taking too
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous
draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it fades from existence. Unless the card is
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops. Horns and Hooves Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their
other names as well: those of the retainers, allies, lovers, servants, enemies, and others who played roles, however small, in the lives of the heroes. Almost every minotaur name is drawn from that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous
draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it fades from existence. Unless the card is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
away at the ice, breaking through it after 1 hour. (The more characters who help, the more quickly the ice is removed.) The noise is loud enough to attract the ice troll in area D9. If the characters
equipment remains. The ropes and nets are salvageable, as are the contents of the barrels. Barrels. The characters must use a crowbar or similar tool to pry open a frozen barrel. The first barrel
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giants chasing silver dragons while riding rocs and golden sky-chariots drawn by griffons. Marble bleachers hug the walls near the entrance, across from which stands an ornate alabaster throne inlaid
others hanging from the ceiling above the table) and a large wooden waste barrel (currently empty). Next to the door, hanging from a stone hook mounted to the wall 20 feet above the floor, is a 2-foot
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
chest is pierced and the heart removed. A seed is pushed into the heart, which is then placed in a tree. Any hollow or crook will do, but often a special cavity is carved out of the trunk. The tree is
beauty or fey influence to watch over. Wood woads are drawn to creatures that have close ties to nature and that protect and respect the land, such as druids and treants (both appear in the Monster Manual
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
barrel-topped wagons are parked at odd angles. Tied to a nearby tree, grazing, are half a dozen draft horses wearing bright coats with bangles and tassels. The men and women are Vistani. They have no
the dark figure standing with sword drawn, fighting off a host of shadowy shapes.
“This man of royal blood fought to protect us, as we protected him. We bore him safely to his home, and he thanked
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
requires it to be a willing sacrifice. In the ritual a living person’s chest is pierced and the heart removed. A seed is then pushed into the heart, and it is placed in a tree. Any hollow or crook will
duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over. Wood woads are drawn to creatures that have close ties to nature, and that protect and respect the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
drawn into the jar, where it remains desperate to be reunited with its body. As with the other brains in jars, this brain can be negotiated with. If a character succeeds on a DC 15 Charisma (Deception
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
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
; see below) can take any actions beyond continuing to chant as long as the priest, Phenex, commands them. Pentival. One of the prisoners includes the lawful good half-dragon paladin Pentival. Drawn
to escape a fight, but remains in the chapel to the bitter end. Girallons. The two girallons that protect Phenex have each had a left hand and eye removed. They use the girallon stat block but can






