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Returning 35 results for 'before been drinking can’t reveals'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
attack, a catoblepas reveals the extent of its horrific nature. The creature’s serpentine neck has trouble lifting its head, but one glare from its bloodshot eyes can rot flesh. At the end of its
, drinking the monsters’ milk and using them as guardians or pets. Other legends say that those of impure heart can tame a catoblepas and whisper of malevolent warlocks and wicked knights who ride them into battle.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
be solved with a little ingenuity?”
Bond. “A full flask of wine is worth ten pockets full of gold.”
Flaw. “All this drinking is bad for my memory. Seriously, I can’t remember my last name.”
.
Use the Expert sidekick stat block to represent him.
Personality. “My friends know they can rely on me, no matter what.”
Ideal. “I like coming up with new ways to do things. What problem can’t
Compendium
- Sources->Dungeons & Dragons->Divine Contention
can’t be solved with a little ingenuity?”
Bond. “A full flask of wine is worth ten pockets full of gold.”
Flaw. “All this drinking is bad for my memory. Seriously, I can’t remember my last name.”
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
can’t be solved with a little ingenuity?”
Bond. “A full flask of wine is worth ten pockets full of gold.”
Flaw. “All this drinking is bad for my memory. Seriously, I can’t remember my last name.”
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
can’t be solved with a little ingenuity?”
Bond. “A full flask of wine is worth ten pockets full of gold.”
Flaw. “All this drinking is bad for my memory. Seriously, I can’t remember my last name.”
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
To the Edge of Wildspace Once the characters are aboard the Second Wind and safely off the Rock of Bral, Krux reveals his plan to them: to travel to another Wildspace system called Doomspace, where
with a map of Doomspace. Her tower is at the very edge of the Wildspace system. Having a new venture to occupy his thoughts lifts Krux’s spirits. The giff stops drinking and moves about his ship with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Trades Ward Shopping, shopping, shopping galore! Or eating, eating, eating! Or drinking, drinking, drinking! Or lavish accommodations, or fine art, or legendary parties! The Market in the Castle Ward
a creature. Now, every four years, the ward reveals a new object for its mascot, declaring it to be the mimic. The nature of the object is subject to much speculation and rumor until its unveiling
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
robes, standing in the doorway. A look back toward the door reveals nothing there, and the reflection can’t be seen again. Fortunes of Ravenloft If your card reading reveals that a treasure is here, it is under the wreckage of one of the cribs.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
around Red Larch reveals the following rumors. The Mirabar delegation was last seen in the town of Beliard. This information comes from a caravan guard in the Helm at Highsun and an itinerant priest
from Endrith Vallivoe, a local shopkeeper drinking in the Swinging Sword, who bought one of the books from a merchant recently arrived from Womford. Four new graves — simple rock cairns, really — have
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
empty streets. Investigating the Town. A successful DC 12 Wisdom (Survival) check reveals infrequent tracks belonging to different humanoid creatures. Some travel alone, while others go in small groups
. A check of 17 or higher also reveals dog prints, though some of those prints have more claws per foot than an ordinary dog. A successful DC 13 Wisdom (Perception) check made to search the ruins
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
toward you.
The stone font is attached to the floor and can’t be tipped over. It is also impervious to damage and spells. It appears to hold 40 pints (5 gallons) of hot soup, but the liquid is
illusory. Tactile exploration reveals that the liquid has no substance and the font is dry. The dark figure is a magical, illusory duplicate of whichever character opened the door to the room. It copies
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, stuffing their maws with flesh and drinking in their victims’ screams. When they finish, they lurch away while their bright eyes resume the search for something else to consume. The Hungry
Medium
(escape DC 16) and restrained until the grapple ends. While grappling a creature, the Hungry can’t attack with its claws.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
solid ground, they linger only for a moment, drinking from mountain springs and pristine lakes. Any sound or sign of another creature startles them, sending them off to fly once more among the clouds
intelligent as humanoids, and so can’t be traditionally broken and tamed. A pegasus must be persuaded to serve a good-aligned creature as a mount, but when it does so, it forges a life-long bond with its new
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of this room, casting it about as they knock each other around.
Wall Decor. The walls are decorated with bas-reliefs of dwarves singing and drinking. A dozen empty iron torch brackets are mounted to
the north and south walls at 10-foot intervals.
The rust monsters can’t find enough ferrous metal to satisfy their hunger. The helm provides a momentary distraction that characters can use to cross
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
statue’s base.
Close inspection reveals that the statue is hollow and filled with swirling water. The statue has AC 10, 10 hit points, and immunity to poison and psychic damage. If the statue is
shattered, the water spills out and takes the form of a water elemental under the command of the one who released it. The elemental understands Aquan only and does not heed commands it can’t understand. It disappears 1 hour after being set free.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rests now against the west wall, concealed beneath the dark water. The statue’s head is hollow, with holes for eyes and a larger hole for its fanged mouth. Further inspection reveals that the head has
alcove, drips down the walls, and accumulates in the west end of the room before slowly leaking out through smaller cracks in the floor. The water is tepid, and not fit for drinking unless a purify food and drink spell is cast on it.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
all the memories and skills it enjoyed in life. In all respects, it is identical to its living self, including its game statistics. Though souls can enjoy the acts of eating, drinking, and sleeping
reanimates at the start of its next turn with 1 hit point per Hit Die it possesses, and it gains one level of exhaustion that can’t be removed unless the soul returns to life, at which point all
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Chasm A yawning chasm ahead of you threatens to devour you as if it were a giant, icy maw. The wind sweeping through the mountains can’t drown out the inhuman cackling that echoes in
beyond the range of the characters’ light sources and darkvision.) A search of the surrounding area reveals a cave mouth near the south end of the chasm (area Z1). Within the cave mouth are steps
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
hidden stone golem (G) or mummy (M) in stasis. A detect magic spell reveals an aura of conjuration magic emanating from that section of wall. When called for in the text, the golems and mummies phase out of the walls and materialize in the dungeon. Until then, they are hidden and can’t be harmed.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
what Bavlorna did was wrong, but he can’t seem to get worked up about it. He suspects the hag is keeping his heart as a trophy. Unbeknownst to Octavian, Bavlorna is using his heart to keep her meat
range of 60 feet. He has advantage on saving throws against being charmed, and magic can’t put him to sleep. Treasure. If the characters return his original heart to him, Octavian reciprocates by giving
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
character who understands Dwarvish knows that the oversized rune on the north wall is an ancient symbol meaning “cold.” A detect magic spell reveals an aura of conjuration magic around the rune. The
all creatures in the room. Once the rune has released this cold energy, it can’t do so again for 1 hour.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
calls to us — can’t you hear it?” Waving the sword in the air like a lunatic, he continues, “Together we shall see the Moonstar name elevated to glorious heights my father could never dream of
device is a sun blade that has held many names over the years, including Sunlight’s Wrath and Shar’s Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
trap triggers it. Effect. The trap makes an attack against the triggering creature. The attack has a +8 attack bonus and deals 5 (1d10) piercing damage on a hit. This attack can’t gain advantage or
disadvantage. A creature hit by the trap has its speed reduced to 0. It can’t move until it breaks free of the trap, which requires a successful DC 15 Strength check by the creature or another creature
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Ingot of the Skold Rune Wondrous item, very rare (requires attunement) This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the
prevented in this way. The damage you take can’t be reduced in any way. Once you use this property, you can’t use it again until you finish a short or long rest. Shield Ward. You can transfer the ingot’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
or damaged. A detect magic spell reveals powerful auras of abjuration and transmutation magic surrounding both the statue and the axe, which can’t be separated from one another. Teleport Trap This
Tharmekhûl, the dwarven god of fire and molten rock. It holds an obsidian greataxe above its head. A steel plaque at the base of the statue reads in Dwarvish, “Fire is the cure.” The statue can’t be budged
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on the floor of the alcove is a broken half of a 10-foot pole.
Close inspection of the bas-relief reveals the following inscription carved into the harp, in Common: Gaze upon me with bronzed visage
And secrets shall I reveal. A detect magic spell reveals a strong aura of conjuration magic in the alcove. Any character who steps into the alcove wearing the bronze Halaster mask found in area 21 is
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
line of sight.” Does that mean you have disadvantage on attack rolls and ability checks even if the source is invisible but you have a clear line to its space? No. If you can’t see something, it’s not
interrupt the rest? Yes. Spellcasting is more strenuous than the activities listed on page 186 of the Player’s Handbook: “eating, drinking, reading, and tending to wounds.”
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters to follow them by sound. If any quasit escapes, the cultists in area 12 can’t be surprised and prepare an ambush. Development If the characters manage to capture and interrogate a quasit, the
creature readily surrenders the name of Narrak — the derro savant leading the cultists in the Whorlstone Tunnels (see area 12). In exchange for its life, the quasit reveals that the cult plans to curse
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, and they can’t be extinguished except in the manner described above. Any character searching the skull and succeeding on a DC 15 Wisdom (Perception) check notes that the lower jaw is hinged. A stout
object jammed into the skull’s jaw holds it open for as long as the object can withstand the damage. A detect magic spell or similar effect reveals an aura of transmutation magic around the skull.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
suggesting how their previous owners met their ends. Mind Flayer Costume Closer inspection reveals that the mind flayer is a featureless wooden mannequin dressed in a convincing mind flayer costume
costume is viewed in poor lighting or from more than 15 feet away. A character who wears the mask has disadvantage on Wisdom (Perception) checks. A character who wears the robe and cowl has disadvantage on Dexterity (Stealth) checks. The robe and cowl can’t be worn over heavy armor.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
“Rumors of Evil” clues and events. Trouble in Red Larch When the characters arrive in Red Larch, a few minutes of conversation with any NPC reveals that the townsfolk are concerned about strange events
found drinking in the Helm at Highsun (area 3) most evenings. Speaking with the NPCs involved in these rumors provides the characters with several leads to adventure opportunities in Red Larch. These
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bag of Tricks Wondrous Item, Uncommon This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic
orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. Gray Bag of Tricks 1d8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of the original creature’s size.) They can’t create undead shadows. Three other mirrors (your choice) are empty frames containing illusory glass that has no substance. These false mirrors conceal small
shelves that are carved into the walls behind them. Casting dispel magic on one of these mirrors ends the illusion and reveals the hidden shelf beyond. Treasure Two of the shelves are bare. The third holds a bronze mask molded to resemble Halaster’s visage (50 gp).






