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Returning 35 results for 'before being day contained reserves'.
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before being day container reserves
Magic Items
Dungeon Master’s Guide
. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Monsters
Phandelver and Below: The Shattered Obelisk
):
At will: mage hand (the hand is invisible), minor illusion
1/day each: charm person, dissonant whispers, telekinesis
Synaptic Rend (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.
Psionic
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
causing harm to anyone or anything. A fractine that doesn’t consume light or magical energy for ten days begins to flicker. A day later, it folds in on itself and self-destructs, leaving no trace
. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner’s distorted reflection visible in the fractine’s glassy surface
Monsters
Quests from the Infinite Staircase
":"roll", "rollAction":"Last Wish"} days, regaining all his hit points and appearing in a random safe location on the Infinite Staircase.
Legendary Resistance (5/Day). If Nafas fails a saving throw
ability (spell save DC 21):
At will: Detect Evil and Good, Detect Magic, Thaumaturgy
3/day each: Create Food and Water (the food is always tasty), Dispel Magic, Invisibility, Legend Lore (as an action
Monsters
Mordenkainen Presents: Monsters of the Multiverse
this manner.
Legendary Resistance (3/Day). If the elder brain fails a saving throw, it can choose to succeed instead.
Magic Resistance. The elder brain has advantage on saving throws against spells
brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At will: detect thoughts, levitate
3/day: modify memory
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Currency Merchants and nobles use letters of credit to handle large transactions, drawing on the reserves of the dwarven banks of the Mror Holds. But most day-to-day transactions use coins of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Currency of Galifar Merchants and nobles often use letters of credit to handle large transactions, drawing on the reserves of the dwarvish banks of the Mror Holds. But most day-to-day
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
awake each day, the yuan-ti ritually bathe in the blood of sacrifices. The blood is contained within these stone baths and heated by thermal vents underneath each pool. When the characters enter, four
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM
determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. If the bag is
pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. If the bag is
pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
their children. Two larger central palaces are occupied by the emperor, who resides in the Palace of Heavenly Command and reserves the Palace of Favored Unity for visits with his expansive family. Kiln
hundreds of pieces a day, with twenty percent of those pieces going to the emperor. Xing porcelain fetches exorbitant prices in foreign markets, so armed guards accompany every shipment that leaves
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
day. There are indeed moonlit rituals in the Marches: some to honor the daelkyr, others to maintain the wards that keep them trapped in Khyber. Humans came to the Marches long ago, refugees fleeing a
hundred years ago, when a House Sivis expedition made two discoveries: the region contained valuable dragonshards, and a number of clans had manifested the Dragonmark of Finding. This led to the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. The homeland of the orcs, it was scarred in the ancient conflict with the daelkyr. These fiends left twisted creatures and aberrations in the swamps, and sowed seeds of madness that linger to this day
a House Sivis expedition made two discoveries: the region contained valuable dragonshards, and a number of clans had manifested the Dragonmark of Finding. This led to the foundation of House Tharashk
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
provide information to players in the form of a self-contained adventure. Even if it doesn’t make sense for a campaign’s characters to be present for an event, survivors can provide players with
adventureDwindling resources contribute to terrifying situations. When a group runs out of hit points, spells, food, or other vital reserves, tension and dread increase. High-level characters, though, have such
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Upper Tavick’s Landing This ward is effectively a self-contained city catering to the nobles that live there. It has fine housing, skilled services, a luxurious mercantile district, and even an
number of laws here that affect visitors, including adventurers, to this day. The soldiers of House Deneith have full authority to act as agents of the Sharn Watch in Upper Tavick’s Landing, and staff of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
d6 Personality Trait 1 You try to start every day with a smile. 2 Why walk when you can skip? 3 You make up songs about your friends that praise them for their bravery and intelligence. 4 You are
Courage. You seek to prove that the bravest heart can be contained within the smallest of packages. 2 Companionship. You’re pretty sure you can be friends with anyone or anything. 3 Hopeful. You will
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens Despite its grandeur and immense proportions, the castle is fairly self-contained, and loud sounds in one area can easily be heard in other locations. Any adult giant who yells really loud
giant As area 16. 22/23 2 cloud giant children The children remain in area 22 at night, or area 23 during the day. 24 1 cloud giant The giant remains here. 26 6 aarakocra simulacra, 1 water elemental
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
concerning the history of Toril. They made the trip to Candlekeep because they’ve read all the books contained within the Font of Knowledge, a Waterdavian temple to Oghma, god of knowledge. Yalerion
. She is helping the Avowed with various chores to make amends. Valor is reshingling the roof of the Hearth during the day, or pacing in the Court of Air at night. Agitated and restless, she’s wary of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
for Extra Life, whether through a product like this or direct donations, slowly fills the XP bar that gets us to the next breakthrough. That day is coming, if we just keep going. Thanks for your
creatures that many folk consider risible at best and dangerous only in passing. Perhaps the truths contained herein shall dispel such ignorant notions. Any creature of power can upset the Balance and is
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
character becomes afflicted with the yugoloth’s curse. Malaxxix can spy upon any creature so afflicted and can teleport to a cursed creature at will. Malaxxix typically reserves this attention for creatures
., passive Perception 21
Languages Abyssal, Infernal, telepathy 120 ft.
Challenge 18 (20,000 XP) Proficiency Bonus +6
Legendary Resistance (3/Day). If Malaxxix fails a saving throw, it can choose
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Detention Monitors The characters are tasked with mentoring a group of misbehaving students for the day. Map 6.1 shows the Detention Bog, where this part of the adventure takes place. The faculty
contained chemical substances that, unless recovered quickly and stored properly, could become unstable. Unwilling to frighten the students, the instructor keeps this information quiet for now
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the needs of your campaign or generate them randomly. To determine hazards at random, roll a d20 at the start of each day of an ocean voyage. On a 20, the ship faces a hazard that day. Use the
things right, lest they risk mutiny or worse. Each day a ship spends dealing with a crew conflict requires those aboard to make a group check. The check’s DC is randomly determined or chosen from the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in more detail, with additional information contained in the “Ironslag: General Features” sidebar. The Yakfolk Village Roster tables and the Forge Roster table summarize the hostile inhabitants of
these two zones. An alarm raised in one zone has no effect on the alert status of the other zone. During the day, some of the yakfolk oversee workers in the mill (area 3), the barns (areas 4A–4C), and the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
)
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). If the mummy fails a saving throw, it can choose to succeed instead.
Magic Resistance. The mummy has Advantage on saving throws against spells
one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):
At Will: Dispel Magic, Thaumaturgy
1/Day
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
, magic item, or magical effect without causing harm to anyone or anything. A fractine that doesn’t consume light or magical energy for ten days begins to flicker. A day later, it folds in on itself and
damage as it passes through them. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner’s distorted reflection visible in the fractine’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
masks, thus ensuring that no one’s beauty would outshine his own. As he aged, Marlos turned to magic to preserve his fading beauty. After searching for years, he found a ring that contained the stolen
vitality of a lovely fey creature. As long as he wore the ring, his imperfections vanished and no one could resist his physical charms — until the day the ring transformed Marlos into a medusa. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
,* mage hand, shocking grasp*
3/day: silent image
1/day each: chromatic orb, crown of madness, shield
*See “Actions” below.
Actions
Shocking Grasp (Cantrip). Melee Spell Attack: +5 to hit
or pay someone in Ten-Towns to cast the spell (see “Magic in Ten-Towns”). Unlocking the crate causes the gibbering mouther contained inside it to spill out. It attacks all other creatures indiscriminately. K13. Treasury This small room is empty.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
research into finding Daoine Gloine even after setting up his initial laboratory on the floating island. Using the notes and maps contained in the journal, the characters can find a route through the
Barrier Peaks to Daoine Gloine. In addition, the journal provides plentiful evidence of Kwalish’s fascination with extradimensional spaces, and talks about his hope of one day establishing a secure
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
his son in the church’s undercroft, where he remains to this day. Doru hasn’t fed since he was imprisoned, and he cries out to his father at all hours. Meanwhile, Donavich prays day and night, hoping
downfall (see area E5f). Fortunes of Ravenloft If your card reading reveals that a treasure is in the undercroft, it’s contained in a moldy, old chest in the southwest corner of the room. The chest is unlocked and not trapped.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
between. You’ve got the folk in the middle, who live and work in the walls themselves. And then you’ve got those of us on the inside, our districts entirely contained in the hollow well of a great tower
in Sharn. Beyond the permanent population, tens of thousands of people pass through Sharn every day. Refugees from the war still find their way to Sharn, along with tourists, spies, merchants, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Nightstone Read the following boxed text as the characters approach Nightstone. You can adjust the boxed text for the time of day or night when the party arrives. After following the trail for ten
miles, you hear the ringing of a bell. The sound grows louder as Nightstone comes into view. A river flows around the settlement, forming a moat. The village itself is contained within a wooden palisade
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
squeeze between the bars, but not a youth or even an adult halfling. The city’s portcullises are usually left open even when the gates are closed. Each gate is contained within a small gatehouse flanked by
firing platform for up to forty archers. Three of the city’s gates typically remain open throughout the day and night: the Highway Gate (the grand entrance to the city), the Cargo Gate (used primarily by
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
invitations and hands one to each character. Each invitation is contained in a pale-blue envelope that is cool to the touch and smells like a crisp winter morning. The invitations read as follows: Zorhanna
” section for details). Fifel explains that the fey crossing works only seven days of the year: three days before the winter solstice, the day of the winter solstice, and three days after the winter solstice.






