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Returning 35 results for 'before being deep completed remove'.
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Axe of the Dwarvish Lords
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol.
Venturing deep
dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell.
Destroying the Axe
The only way to destroy the axe is to melt it down in the
Magic Items
Infernal Machine Rebuild
the tomb’s workers. (In later years, after Acererak trapped Moghadam in the completed tomb as an undead archwraith, Moghadam was able to use the weapon as his own phylactery.)
A small jade
property of the weapon can’t be used until dawn seven days later.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse
Species
Spelljammer: Adventures in Space
it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
DM is free to add or remove languages from that list for a particular campaign.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that
Monsters
Bigby Presents: Glory of the Giants
);{"diceNotation":"4d12+10", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"force"} force damage.A scion of Stronmaus often slumbers high in the sky or deep in the ocean, where the tumult
. The cloud rains acid. Each creature in the cylinder must succeed on a DC 25 Constitution saving throw or be covered in acid for 1 minute or until a creature uses its action to remove the acid from
Monsters
Van Richten’s Guide to Ravenloft
destroyed, it regains all its hit points in 1 hour unless Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The priest is a
","damageType":"necrotic"}) necrotic damage.Necromancers of deep evil, the priests of Osybus steal the souls of others to fuel the priests’ malevolent magic. Using this soul power, each priest can defy
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ritual intended to restore Shemshime. When enough people join in the singing of the rhyme, or enough time passes while people are singing it, the ritual will be completed. As that occasion approaches
area. A remove curse spell or similar magic ends the curse on a creature, though it remains susceptible to being cursed again. If cast on the book, the magic suppresses the curse on all creatures for 10 minutes.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
and even wiping their own minds to remove any evidence of their completed assignments. The first guildmaster of House Dimir was a vampire named Szadek, whose organization agreed to serve as Ravnica’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Blingdenstone Factions The following sections describe what each deep gnome faction has to offer in the Battle of Blingdenstone. The Diggermattocks If the characters don’t suggest it, the deep gnome
sturdier than the average deep gnome, taking point on any attack. The Stoneheart Enclave Stone is a resilient defense against oozes, making earth elementals the perfect force to combat them. Nomi
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Breath of the Multiverse Wisps of twinkling multiversal dust trail Nafas wherever he goes, evidence of the djinni’s deep connection to the planes that bore him. Calm, clement, and dressed in
circumstances of his creation. An unwritten law dictates that there must always be a noble genie to watch over the Infinite Staircase. As a result, Nafas can never leave it. Any attempt to forcibly remove him from the Infinite Staircase, whether by magical means or otherwise, fails.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Languages trait. To customize the languages you know, you may replace each language in your Languages trait with a language from the following list: Abyssal, Celestial, Common, Deep Speech, Draconic
, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Infernal, Orc, Primordial, Sylvan, or Undercommon. Your DM may add or remove languages from that list, depending on what languages are appropriate for your campaign.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Karontor’s Hold Adventures Here are sample adventure hooks to bring characters to Karontor’s Hold or to give them missions to pursue there. Amplified Intrusion A fomorian deep crawler (see chapter 6
from the Giant Kin Encounters table in chapter 3 to unleash on surrounding settlements. The giant can be cleansed of Far Realm influence by the remove curse or greater restoration spell, but only if the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Characters might stumble across him as they explore his chambers. 2a. Water Pump In the center of this room is a rusted iron hand pump and a deep stone basin. This pump draws water from a spring
completed, it immediately summons Kalabash (CE male Calishite human mage). Appearing in the middle of the circle, Kalabash attacks any creatures he sees. He is intoxicated and suffers the effects of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
naturally formed culvert in the northeast wall, beneath the ledge. The stream is only 3 feet deep. The crystal formations growing throughout the cave are large enough for characters to hide behind
, but they are neither magical more valuable. Treasure Among the remains of the earth elemental, the characters can find an earth elemental gem. Before they can use it, however, it must receive a remove
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Vast Cavern This 120-foot-high cavern is abuzz with activity. 2a. Simulacrux Simulacrux. A 20-foot-deep trench surrounds a 100-foot-tall, half-completed metal archway that rises from a bed of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
only structure still standing in the area. Inside the wall, sand lies in deep drifts over the stone floor. Three giant scorpions and four wights hide under the sand at each end of the mastaba, in the
criminals who stole a horn of blasting from a storm giant king. Helmdar completed his mission but was killed by Zikzokrishka and turned into an undead thrall to guard her lair. Treasure The horn of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
treasure chest dangles from rusty chains embedded in the ceiling.
The chest is 6 feet long, 3 feet wide, 3 feet high, and suspended 1 foot above the surface of the 5-foot-deep pool. A keyhole shaped
does so with disadvantage. Treasure The chest interior is lined with lead and contains 300 gp, a gold tankard embossed with a sad face that smiles when the tankard is filled (250 gp), and a stoppered bone tube containing a spell scroll of remove curse.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Z5. Deep Caves A maze of torchlit tunnels and caves expands in front of you. Bones lie strewn upon the floor. The ceiling here is 10 feet high. The bones on the floor are a warning system. They
Realms setting. He was afflicted with werewolf lycanthropy after winning one of Kiril’s despicable contests. Wencensia has been tasked with training this newest member of Kiril’s pack. Casting a greater restoration spell or a remove curse spell on Kellen ends his lycanthropy.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
see one of two things: either a 170-foot-deep shaft (area K31a) or, if the elevator trap has been activated (see area K61), a stone elevator compartment with a secret hatch in its top. The portrait
frame is bolted to the wall and can’t be removed without destroying it. If the characters attack the rug or the picture, or if they attempt to remove either item, the guardian portrait (see appendix D) attacks.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
no job board notice for this quest. Instead, it happens automatically after the players have completed two of the three starting quests. At this point, the rival cults launch their attack on the town
to seize the House of Thalivar and steal the ruinstone. When the characters undertake this quest, see “Leilon Besieged.” When this quest becomes active, remove the third starting quest from the quest
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the weapon during the time frame of the adventure to intimidate the tomb’s workers. (In later years, after Acererak trapped Moghadam in the completed tomb as an undead archwraith, Moghadam was able to
. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. The weapon must take direct part in the destruction of 1,000 gp worth of materials and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
believing that if completed, this monstrosity could reunite the shattered kingdom.
When pressed to comment, Patriarch Dalin d’Vadalis denied any connections to this cult. “These are difficult times
wildly diverse. The tenets above describe the beliefs of three different cults. Warlocks draw power from demon overlords, and daelkyr cultists serve mind flayers and beholders. Others embrace deep
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
failed saves, the transformation can be undone only by a Remove Curse spell or similar magic. Layers of the Beastlands Layer Description Krigala The River Oceanus is a strong torrent flowing
invigorated and more vital—their minds more alert, their reflexes sharpened, and their strides quickened. Hunger pangs are acute, but food and drink taste better than ever before. Sleep is always deep and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
present time and place, and penetrate veils of invisibility and magic. Supplicants who look deep into those eyes might find themselves magically displaced, banished to some far-flung plane where a
): dispel magic, remove curse, tongues
4th level (3 slots): banishment, greater invisibility
5th level (1 slot): legend lore
Actions
Multiattack. The sphinx makes two claw attacks.
Claw. Melee
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
in front of the mural is where creatures arrive after being teleported from the south end of area 32. To either side of the arch is a 5-foot-deep niche. A character who steps into either niche
instead take 10 minutes to remove the plate from the floor, requiring the same sort of check as for an attempt to block the plate from moving. A failed check in this case means another 10 minutes of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
fight with them. Combat here draws reinforcements from area 2. Snake Pits Beyond the main gate are three pits covered with iron grates. When enemies attack, the broodguards remove the grated covers
and form up in a defensive line on the south side of the open pits. Each pit is 5 feet across, 10 feet deep, and filled with a swarm of poisonous snakes. The walls of each pit are too smooth to climb
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
fishing boats. It’s those dwarves — they want to take over! 4 The king’s agents have infiltrated town. It’s only a matter of time before they remove the council and replace them with foppish nobles. 5
smugglers from beyond this world who can sell you anything you’ve dreamed of. 10 It’s only a matter of time before the dwarves dig too deep and unleash something horrible.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the players to introduce their characters and describe them to the group. Once they have completed their introductions, read or paraphrase the following boxed text: After swimming for half the day, you
sahuagin deep divers, and a giant shark are circling this area, giving the characters a wide berth. These creatures, which have darkvision, can see quite well into the “darkening.” While their baron
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
abandoned guardhouses. Beyond these, a wide chasm gapes, disappearing into the deep fog below. A lowered drawbridge spans the chasm, leading to an arched entrance to the castle courtyard. The chains of
, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers can solve puzzles, talk
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
abandoned guardhouses. Beyond these, a wide chasm gapes, disappearing into the deep fog below. A lowered drawbridge spans the chasm, leading to an arched entrance to the castle courtyard. The chains of
together, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers can solve puzzles
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Masquerade Preparations The following tasks must be completed to transform Kollema Hall: Remove all the tables from the first floor. Unpack the supplies delivered from the Biblioplex. Hang banners
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stone and have neither locks nor keyholes. Light. The node is dimly illuminated by blue and green glows that radiate from the water. Water Depth. Most water is 20 feet deep. Waterfalls. Waterfalls are
suffers no negative effects from descending a waterfall. Inscribing the mark deals 1 slashing damage and leaves a scar. Healing magic can remove the scar and the capabilities it grants. Map 5.3: The Plunging TorrentsView Player Version
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
, frightened
Senses blindsight 120 ft. (can’t see beyond this radius), passive Perception 11
Languages Deep Speech, telepathy 120 ft.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Magic Resistance
longer in the area with tendrils, takes any damage, or is targeted by a remove curse spell or similar magic.
Bonus Actions
Shadow Stealth. While in dim light or darkness, the nightmare haunt takes the Hide action.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
splintered amid the skeletal remains of four long-dead humans in dusty crimson robes. Tall stone bookshelves line deep alcoves to the north, south, and west. Floating in the alcove opposite you, a
becomes Hostile toward and fights anyone who tries to remove or destroy her collection. Secret Door.. A bookshelf in the north alcove conceals a secret door (see “Temple Features”), behind which lies
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
one containing a brain the neh-thalggu has consumed. After a neh-thalggu kills a victim, it uses its pincers to cut open the victim’s head and remove the brain. It then swallows the brain whole. The
(−2)
Senses darkvision 120 ft., passive Perception 10
Languages Deep Speech; see also Brain Dump
Challenge 4 (1,100 XP) Proficiency Bonus +2
Brain Dump. Whenever the neh-thalggu consumes a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
pink means it is amused, deep blue is sadness, green expresses curiosity, and crimson is anger. Intelligent and Wise. Flumphs communicate telepathically. Though they resemble jellyfish, flumphs are
are poisoned while within 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.






