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Returning 35 results for 'before being document causing removes'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
creep over them, but it passes quickly.
Chardalyn Madness. Prolonged contact with the demonic magic imprinted on the chardalyn has afflicted the berserker with a form of madness, causing the berserker
to believe that its weapons are conduits through which it can speak to a demon lord or other dark power, as well as channel its rage. If the berserker’s madness is cured using magic that removes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to gain another level of exhaustion. Once the target reaches
feet.
91–95
The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage.
96–00
The target grows
Spells
Xanathar's Guide to Everything
magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects
this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Flesh Warping table. A spell that removes a curse ends all ichor-related warping effects on a creature. Ichor-Coated Weapons Demon ichor is sticky enough to adhere to most weapons. A creature in Avernus
become wings, giving it a flying speed of 5 feet.
91–95 The target’s body becomes unusually brittle, causing the target to gain vulnerability to bludgeoning, piercing, and slashing damage.
96
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Flesh Warping table. A spell that removes a curse ends all ichor-related warping effects on a creature. Ichor-Coated Weapons Demon ichor is sticky enough to adhere to most weapons. A creature in Avernus
become wings, giving it a flying speed of 5 feet.
91–95 The target’s body becomes unusually brittle, causing the target to gain vulnerability to bludgeoning, piercing, and slashing damage.
96
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Flesh Warping table. A spell that removes a curse ends all ichor-related warping effects on a creature. Ichor-Coated Weapons Demon ichor is sticky enough to adhere to most weapons. A creature in Avernus
become wings, giving it a flying speed of 5 feet.
91–95 The target’s body becomes unusually brittle, causing the target to gain vulnerability to bludgeoning, piercing, and slashing damage.
96
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Security” and “Curator Alda Arkin”). Encountering Museum Guards As long as the characters aren’t caught entering a restricted area or causing a public incident, the museum’s guards ignore them during
flank the front desk in area V1 and the statue next to the stairs in area V12 can animate after hours to attack intruders. These statues use the animated armor stat block. Causing a statue to animate
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Security” and “Curator Alda Arkin”). Encountering Museum Guards As long as the characters aren’t caught entering a restricted area or causing a public incident, the museum’s guards ignore them during
flank the front desk in area V1 and the statue next to the stairs in area V12 can animate after hours to attack intruders. These statues use the animated armor stat block. Causing a statue to animate
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Security” and “Curator Alda Arkin”). Encountering Museum Guards As long as the characters aren’t caught entering a restricted area or causing a public incident, the museum’s guards ignore them during
flank the front desk in area V1 and the statue next to the stairs in area V12 can animate after hours to attack intruders. These statues use the animated armor stat block. Causing a statue to animate
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all
to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. Grove Guardians. You can animate up to four trees in the area, causing them to uproot
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, causing the berserker to believe that its weapons are conduits through which it can speak to a demon lord or other dark power, as well as channel its rage. If the berserker’s madness is cured using magic
that removes the effects of madness, the berserker loses its Chardalyn Madness trait but retains its chaotic evil alignment and other qualities. Further exposure to the demonic magic causes the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
close …” If the portrait is repaired using a mending cantrip or similar magic, the image appears to come alive momentarily. Within the portrait, Jhesiyra removes the ring from her finger, causing the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, causing the berserker to believe that its weapons are conduits through which it can speak to a demon lord or other dark power, as well as channel its rage. If the berserker’s madness is cured using magic
that removes the effects of madness, the berserker loses its Chardalyn Madness trait but retains its chaotic evil alignment and other qualities. Further exposure to the demonic magic causes the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
close …” If the portrait is repaired using a mending cantrip or similar magic, the image appears to come alive momentarily. Within the portrait, Jhesiyra removes the ring from her finger, causing the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
close …” If the portrait is repaired using a mending cantrip or similar magic, the image appears to come alive momentarily. Within the portrait, Jhesiyra removes the ring from her finger, causing the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all
to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. Grove Guardians. You can animate up to four trees in the area, causing them to uproot
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all
to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. Grove Guardians. You can animate up to four trees in the area, causing them to uproot
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, causing the berserker to believe that its weapons are conduits through which it can speak to a demon lord or other dark power, as well as channel its rage. If the berserker’s madness is cured using magic
that removes the effects of madness, the berserker loses its Chardalyn Madness trait but retains its chaotic evil alignment and other qualities. Further exposure to the demonic magic causes the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of
. 91–95 The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage. 96–00 The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of
. 91–95 The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage. 96–00 The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes
The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage. 96–00 The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes
The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage. 96–00 The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes
The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage. 96–00 The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of
. 91–95 The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage. 96–00 The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, the trap triggers. Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. The ceiling
pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, the trap triggers. Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. The ceiling
pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, the trap triggers. Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. The ceiling
pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual
heart embodies the pact that grants it immortality. Rather than bearing its heart within its corpse, a mummy lord removes and hides this accursed organ. As long as its heart isn’t destroyed by fire
, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
heart embodies the pact that grants it immortality. Rather than bearing its heart within its corpse, a mummy lord removes and hides this accursed organ. As long as its heart isn’t destroyed by fire
, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
heart embodies the pact that grants it immortality. Rather than bearing its heart within its corpse, a mummy lord removes and hides this accursed organ. As long as its heart isn’t destroyed by fire
, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
information: Secretary Wei believes the emperor is dying. She has secretly been sending agents to ancient imperial sites across the land to search for something called Dragon’s Blessing (the document
points remaining. Magic shackles on his legs prevent him from using any of his actions. The dragon is hostile to his captors but friendly toward anyone who removes his shackles. The shackles can be
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
information: Secretary Wei believes the emperor is dying. She has secretly been sending agents to ancient imperial sites across the land to search for something called Dragon’s Blessing (the document
points remaining. Magic shackles on his legs prevent him from using any of his actions. The dragon is hostile to his captors but friendly toward anyone who removes his shackles. The shackles can be
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
information: Secretary Wei believes the emperor is dying. She has secretly been sending agents to ancient imperial sites across the land to search for something called Dragon’s Blessing (the document
points remaining. Magic shackles on his legs prevent him from using any of his actions. The dragon is hostile to his captors but friendly toward anyone who removes his shackles. The shackles can be
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
prepare official proclamations for posting. In theory, anyone in Sigil with proper approval can request a specific document or wade through the hall’s dusty stacks, but the process is mired in
bureaucratic entanglements. More often, a bribe can accomplish as much in half the time, and hefty sums can convince a Taker to lose or even alter a document in the Hall of Records. Vaults. Valuable tomes are
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
prepare official proclamations for posting. In theory, anyone in Sigil with proper approval can request a specific document or wade through the hall’s dusty stacks, but the process is mired in
bureaucratic entanglements. More often, a bribe can accomplish as much in half the time, and hefty sums can convince a Taker to lose or even alter a document in the Hall of Records. Vaults. Valuable tomes are