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Returning 35 results for 'before being diameter continue regain'.
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Magic Items
Dungeon Master’s Guide
regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if
24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A
Pipes of the Sewers
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn't under
long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If
Magic Items
Icewind Dale: Rime of the Frostmaiden
hold. The largest mythallars are 150 feet in diameter.
The Ythryn mythallar is a relatively small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short
mythallar and all structures held aloft by it hover in place when not in motion.
As an action, you can cause one magic item you are holding within 30 feet of the Ythryn mythallar to immediately regain
Magic Items
Phandelver and Below: The Shattered Obelisk
You can use an action to place this 1-inch-diameter granite sphere on the ground and speak its command word, which is “petrification” in Terran. The sphere rapidly grows into a stout
tower that remains until you use an action to touch the tower and speak the command word again, whereupon the tower shrinks back to a 1-inch-diameter granite sphere. The tower must be empty to shrink in
Monsters
Guildmasters’ Guide to Ravnica
ghosts regain spent legendary actions at the start of the turn of the ghost with the highest initiative.
Forced Obedience. A target that all of the Obzedat ghosts can see must succeed on a DC 16 Wisdom
let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes.
Mostly Unanimous. The ghosts of the
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Liches who follow Acererak’s path believe that by becoming free of their bodies, they can continue
antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
The demilich targets any number of creatures it can see within 30 feet of it. No target can regain
Monsters
Fizban's Treasury of Dragons
split open to show their contents and clusters of crystal points more than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Monsters
Fizban's Treasury of Dragons
than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the dragon’s presence, and glow with a soft inner light. The older
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
angel possessed by the vile blood of the demons it has slain
5 An aging king obsessed with creating a new body so he can continue his reign indefinitely
6 A cancer possessed by the mind of a
flesh of the faithful
9 A house that remembers having tenants and will do anything to regain them
10 A grieving mortician who sculpts every face she encounters into the countenance of her lost love
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Mudslick Tower Wondrous Item, Very Rare You can use an action to place this 1-inch-diameter granite sphere on the ground and speak its command word, which is “petrification” in Terran. The sphere
rapidly grows into a stout tower that remains until you use an action to touch the tower and speak the command word again, whereupon the tower shrinks back to a 1-inch-diameter granite sphere. The tower
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one
the next 24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain
swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the polis, they continue to enjoy Heliod’s favor as they vanquish one threat after another. Losing their patron’s favor is the greatest danger to champions of Heliod. If the god views them as
disobedient or comes to see them as a threat, he might turn against them. At that point, characters might either try to regain his favor or seek protection with another god.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain
swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one
the next 24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Tuning the Rod Regardless of which side, if any, the characters take in this conflict, the characters must pair the second piece of the Rod of Seven Parts to the working Docent in Ialos to continue
below). Docent Wondrous Item, Rare (Requires Attunement by a Warforged) A Docent is a 2-inch-diameter metal sphere studded with dragonshards. To attune to a Docent, you must embed the item somewhere
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
hundred feet in diameter. Shafts of light cut through the leafy canopy overhead and reflect off thin streams of water that trickle along and between the tree’s gnarled, thick roots.
As you approach the
Eternal Spring is being sullied, tainted by blood lust.” He begs the characters to continue on their journey, which is taking them toward the pool, and do whatever necessary to make the pool pure and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
feet in diameter. Several tunnels branch off from the rough-walled shaft at various points, allowing the characters to continue their journey after climbing down. They can move around the tower easily if they wish to ignore it.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
clusters of amethyst crystals, including massive cathedral geodes split open to show their contents and clusters of crystal points more than a foot in diameter that extend six to ten feet from the
caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s magic warps space within the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
circular and 300 feet in diameter, is home to a host of creatures that attack the characters in waves: Two gargoyles roost atop a stone mausoleum located 30 feet north of the shadow crossing. The
a curse prevents them from leaving the place. Characters who defeat these creatures are free to continue their exploration of the Shadowfell, having survived their first brush with death in this ghastly realm.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are chanting in unison. Each one stands next to a black stone pillar and is focused on a roiling fog cloud, 8 feet in diameter, that floats at the center of the room 10 feet above the floor. Lines of
. Darkness swallow the moon. Darkness claim this dungeon and all that dwell within.” If attacked, they continue to chant while also defending themselves. Killing a cult fanatic deactivates one of the pillars
Compendium
- Sources->Dungeons & Dragons->Monster Manual
called dracoliches. These deathless dragons bind their spirits to gems and magically animate their rotting corpses. Eventually becoming skeletal horrors, dracoliches continue the centuries-spanning
, and the monster might one day regain its terrifying form. Dracoliches often sequester their soul gems within meaningful treasure from their hoard or in unassuming baubles. Roll on or choose a result
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
tents, each ten feet in diameter, are pitched outside a ring of four barrel-topped wagons. A much larger tent stands near the shore of the lake, its sagging form lit from within. Near this tent, eight
insults. Otherwise, the characters are offered flasks of wine and invited to join the reverie. If the characters linger at the camp, continue with “A Vistana’s Tale” below. If they seem in a hurry to leave
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
float about the room, as though weightless.
Fireplace. An immense stone fireplace protrudes from the west wall.
Well. An alcove in the north wall contains a 12-foot-diameter open well. (The well
. 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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
1d8 custard damage. Subtract custard damage from the contestant’s hit points as normal. Any contestant reduced to 0 hit points by custard damage is unable to continue, loses the contest, and has custard
splattered all over them. At the end of the contest, all contestants regain the hit points they lost from taking custard damage. Treasure. The prize for winning the contest is a cupcake that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
vast open grave. In that horrific landscape, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Magical effects continue to rain upon the land as storms that
never dissipate. Stories speak of living spells—war magic that has taken physical form, sentient fireballs and vile cloudkills that endlessly search for new victims. And angry ghosts continue to fight
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
actions than for vows of loyalty and expressions of devotion. Whether you are silently devoted to her or vociferous in your praise, it is your actions in her name that will prompt her to continue her
, you have proven yourself a guardian of the wilds. You can cast hunter’s mark with this trait a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
adorned with skulls, with a gaping mouth wide enough to swallow a horse whole. It is seated atop a huge basin of red-hot coals, more than ten feet in diameter.
Around the statue is a pile of splintered
his lair, which lies beyond the opening in the ceiling. Statue Guardian. If the characters approach the statue, the panther will stand and pad menacingly in their direction … and then continue on
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
crystal heart pulsates with red light. Above the heart, the stairs continue upward. Have the characters and the Heart of Sorrow roll initiative. If the characters leave the tower and later return, they
succeed automatically. The Heart of Sorrow is a 10-foot-diameter red crystal heart that floats near the top of the tower. Characters standing on the nearby stairs can make melee attacks against the heart
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
targets any number of creatures it can see within 30 feet of it. No target can regain hit points until initiative count 20 on the next round. Lair Traits A demilich’s tomb might have any or all of the
becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. When the characters enter, read the following: The warehouse measures about sixty feet by ninety feet and features a raised catwalk along two sides, accessible by ladders. Two fifteen-foot-diameter
(Persuasion) check. Succeeding on this check once causes Serapio to hesitate, but he keeps attacking. Succeeding twice causes Serapio to regain control and transform back into a human (as noted above). If
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
yourself to him as a champion, he will not desert you—as long as you remain faithful and your actions continue to reflect well on him. Heliod’s Favor d6 Circumstance
1 You were born at noon on
number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell. Heliod’s Votary Piety 10
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
’ lost identities continue to exist, though, becoming eidolons, which scatter throughout the mortal realm, having no connection to their Returned bodies. (See chapter 6 for more information about eidolons
islands in the Tartyx might comprise the path. Those who follow the Path of Phenax might return to the mortal world,
but they never regain the lives they lost
(ZACK STELLA)
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
feet in diameter. Red Wizards use them to hold aquatic creatures for transport through the black gates. As an action, a creature that is within 5 feet of a globe and has an Intelligence score of 10 or
Dexterity check to work free, and a Small creature has advantage on this check. It then takes a successful DC 10 Strength check to climb out of the sinkhole. Stalagmites. These 10-foot-diameter spires
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dim light for an additional 10 feet.
Altar and Shield. Between the alcoves, an iron altar traced with silver and shaped like a giant anvil rests beneath a round, 10-foot-diameter iron shield
24 hours, the arcanaloths’ attitude toward the party becomes indifferent once more, and further bribes are needed to regain their assistance. The large iron shield hanging on the wall weighs 750






