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Returning 35 results for 'before beam during continues removed'.
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Magic Items
Dungeon Master’s Guide
This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic
and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.
Monsters
Forgotten Realms: Adventures in Faerûn
Resistance. Sammaster has Advantage on saving throws against spells and other magical effects.
Soul Gem. Sammaster has a magical soul gem as his dracolich heart. The gem can’t be damaged or removed
for his demise. He drew on the warped resurrection of dracoliches to become a lich himself. He continues to lead the Cult of the Dragon from the shadows, developing new ways to control and corrupt
Monsters
Quests from the Infinite Staircase
heart.Multiattack. Nafik can use his Dreadful Glare and makes one Rotting Fist or Unholy Beam attack.
Rotting Fist. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
"} 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 the Remove Curse spell or
Clay Golem
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
continues to do so until it is destroyed or regains all its hit points.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on
dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Haste (Recharge 5–6);{"diceNotation":"1d6","rollType
Monsters
Tales from the Yawning Portal
continues to do so until it is destroyed or regains all its hit points.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on
its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration
Monsters
Keys from the Golden Vault
is near enough to move to and attack, Jhaeros attacks an object, with preference for an object smaller than himself. Once Jhaeros goes berserk, he continues to do so until he is destroyed or regains
Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the
Helm of Brilliance
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses
you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
pressure plate. If all the weight is removed from the beam at once, the beam remains in whatever position it was last in. Balance Beam The balance beam is difficult terrain. A creature that ends its turn
Balance and Ruin Mechanical Trap, Deadly (5th–10th Level) Mike Schley Diagram 4.5: Balance and Ruin A narrow wooden beam spans the length of this hundred-foot-long, fifty-foot-wide chamber. The beam
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
pool with a brilliant beam of light penetrating it from above. Flanking the priest are Prince Xeleth and Princess Xedalli. The prince is arrayed in regal splendor, his expression one of exultation
, while Xedalli stands stiffly, regarding her brother with a look of utter loathing.
Silence fills the temple as the priest raises his arms and the emperor’s body, shrouded in light, rises into the beam
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. On a failed save, 1d4 stakes impale the creature for an additional 1d6 piercing damage per stake. Wooden Beams. A creature can move around the perimeter of the room by hopping from beam to beam. To
hop onto a beam without falling, a creature must succeed on a Dexterity (Acrobatics) check, the DC of which is 5 + the distance (in feet) between the two beams. When weight is applied to and lifted
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, which holds the first clues in the mystery. Like all other books in Candlekeep, Sarah of Yellowcrest Manor cannot be removed from the library, so make it clear to the characters that Sarah’s ghost
information from the book as the adventure continues. To get the characters into the mystery as quickly as possible, their trip to Waterdeep unfolds with no problems or random encounters, unless you
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
until removed by the Remove Curse spell or other magic.
Unholy Beam. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 28 (8d6) necrotic damage, and the next attack roll made against
.
Actions
Multiattack. Nafik can use his Dreadful Glare and makes one Rotting Fist or Unholy Beam attack.
Rotting Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the high ground to the west. A frayed length of rope dances from its beam. The well-worn road splits here, and a signpost opposite the gallows points off in three directions: Barovia Village to the
east road leads to an arching stone bridge and continues on to the village of Barovia (area E). If the characters are traveling with Vistani, the Vistani lead them along the northwest road to the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30
, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
door set into the north wall has a wooden beam barring it. At the east end of the chapel rests a stone altar flanked by iron candelabras. The altar is carved with a rising sun bas-relief. Tall
(area Q51) is another 20 feet above that. The bar across the north door is easily lifted from this side. Once the bar is removed, the door can be pulled open to reveal a stone staircase leading down to a cemetery (area Q15).
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: You can use an action to cast one of the following spells (save DC 18
. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. Diamond Light. As long as it has at least one diamond, the helm emits a 30
, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
dust. When all the gems are removed or destroyed, the helm loses its magic. Helm of Brilliance You gain the following benefits while wearing it: You can use an action to cast one of the following
remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
who died in Idyllglen are not able to remove the sword from the stone. Once the sword is removed from its stone, a character can attune to it immediately if the sword deems that character worthy, and
good luck and fades away as her soul passes into the afterlife. The destruction of the Bleeding Citadel restores all of Lulu’s memories, which she can share with the characters. Lulu continues to travel with the characters and encourages them to use the sword to redeem Zariel.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
the top of the waist-high lip of the well. The rope that hangs in the center of the well is levered over to the lip by a beam in the rafters, and when those who have paid are ready, they mount the rope
when dropped 13 An empty jar; when opened, a wolf howl sounds from it and continues until it is closed 14 A clockwork owl; when wound, its head turns and it hoots softly for a minute 15 A blue
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
Treasure. If any treasure is removed from the pit, a curse will fall upon its bearer 1 hour later. The victim must succeed on a DC 15 saving throw, or it has disadvantage on Strength and Dexterity ability
) force damage. When the ball moves out of a goal, it flies to the center of the corridor and hovers, awaiting the start of another point. The game continues until the characters die or score a goal
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until
the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Haste (Recharge 5–6). Until
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a severed humanoid hand are placed in the brazier and set on fire (see area E4), a silver flame quickly consumes the brazier’s contents and continues to burn for a tenday. This fire generates heat
can use it. If the moose dies or another creature attunes to the mirror, the moose’s attunement ends. The mirror is held to the wall with sovereign glue and can’t be removed without shattering it
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the psychic damage again. This process continues until at least one character succeeds or everyone falls unconscious. Dream 2: Betrayal! Characters who are conscious when the first dream ends proceed
dream. Otherwise, the devils fade away into nothingness and don’t reappear later on. Once the characters make their choice, this dream ends and fades to black as the dream sequence continues with the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
arch’s gold inlay can’t be removed. The rules of this gate are as follows: The gate opens for 1 minute when a real or illusory dragon touches the arch. An artistic rendering of a dragon, such as a
cube attacks, it continues its play-by-play routine, commentating its battle with the adventurers. Destroying the cube ends the play-by-play throughout the Obstacle Course. Hidden Key. A secret
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spectral form straddling its prey. The ethereal hag fills her victim’s head with doubts and fears, in the hope of tricking it into performing evil acts in the waking world. The hag continues her nightly
soul is trapped in the hag’s soul bag. The reduction to the target’s hit point maximum lasts until removed by the greater restoration spell or similar magic.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, after which time it must be charged at one of the plug-in terminals located throughout this level. If removed from the ship, the device ceases to function until returned. S64: Stasis Chamber (Green
the ship’s hull in this area. A dark, narrow tunnel extends from the opening and into the mountainside. If the characters follow the tunnel, it continues for 1 mile before exiting into the Barrier
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you. You can use the arcane armor as a spellcasting focus for your artificer spells. The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although
continues to be Arcane Armor until you don another suit of armor or you die. Armorers, a Drow Infiltrator and a Tiefling Guardian Armor Model 3rd-level Armorer feature You can customize your Arcane Armor
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
spot glimpses of tentacles beneath the rattling lid, and notes that the lid will fly off if the pressure continues to mount. As an action, a character can attempt a DC 15 Dexterity check using thieves
off its heat. If the lid comes off or is removed, an explosion of tentacles and scalding water fills the kitchen. Each character in the area must succeed on a DC 14 Dexterity saving throw or take 9
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Armor. The armor continues to be Arcane Armor until you don another suit of armor or you die. You gain the following benefits while wearing your Arcane Armor. No Strength Requirement. If the armor
normally has a Strength requirement, the Arcane Armor lacks this requirement for you. Quick Don and Doff. You can don or doff the armor as a Utilize action. The armor can’t be removed against your will
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
narrow wooden beam spans the length of this chamber, from the west door, which bears the image of the Star card, to the east door, which bears the image of the Talons card. The beam crosses a twenty-five
and Ruin trap in chapter 4 for complete details. This trap differs from the one described there in the following ways: Shorter Beam. The room and beam aren’t as long. East to West. When the party
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
a large iron pulley has been left suspended from a beam above the hole. No columns of smoke rise above the village to give away its location, since the Sea of Moving Ice features no wood or peat to
armor with no obvious effects, the villagers are unlikely to notice. The fight continues until one contestant is unconscious and dying. (Allow Orcaheart to make death saving throws if he drops to 0 hit
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
large iron pulley has been left suspended from a beam above the hole. No columns of smoke rise above the village to give away its location, since the Sea of Moving Ice features no wood or peat to burn
magic armor with no obvious effects, the villagers are unlikely to notice. The fight continues until one contestant is unconscious and dying. (Allow Orcaheart to make death saving throws if he drops to 0
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
drained. After its last shot is expended, the weapon becomes inoperable. The energy cell can’t be removed or recharged. Psi Crystal Detector. This black metal box is the size of a bar of soap. It emits an
weapon is fully charged and can fire 50 shots before its energy cell is drained. After its last shot is expended, the weapon becomes inoperable. The energy cell can’t be removed or recharged. Pacifier
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
already on its target. When the spell ends, the target’s immunity goes away and the frightening effect resumes if it has not expired or been removed. Does the extra damage from hex only apply if there is
example, creates a beam of light that can damage a creature who enters the beam or who starts its turn in the beam. Here are some spells with the same timing as moonbeam for their areas of effect






