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Returning 35 results for 'before being drawn check released'.
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Magic Items
Dungeon Master’s Guide
magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An
identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ends. Most individuals prove unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers—terrifying Undead creatures that devour all life
as they arrived.
Worse, for each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back
Monsters
Tomb of Annihilation
firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it
are stitched together by tomb dwarves and bolted into suits of armor. Once complete, these shambling golems are released into the tomb to hunt intruders.Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Monsters
Icewind Dale: Rime of the Frostmaiden
live in the mountains and hills of Icewind Dale are among the hardiest of their kind. Drawn to the north by a desire to find and serve white dragons, these kobolds adapted as best they can to the
shoulders. Three kobolds in cold weather gear can pass themselves off as a clumsy human with a successful group Charisma (Deception) check, the DC of which equals the onlooker’s Wisdom (Insight) check result.
Monsters
Quests from the Infinite Staircase
18 Intelligence (Investigation) check to discern that the memory web is animate.
Memory Flood. When the memory web is reduced to 0 hit points, it discharges any memories it consumed over the past 24
seeds that might be released by a slain memory web.
Memory Web Memories
d4
Memory
1
The location of a powerful magic item
2
A secret betrayal by a beloved public figure
Magic Items
Infernal Machine Rebuild
becomes immune to the bridle’s power until the next dawn.
A creature controlled by the bridle can be released by the creature that bound it as a bonus action. A creature controlled by the bridle
can make a DC 17 Charisma check each day at dawn. On a success, the creature is no longer affected by the bridle.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
cave fisher, and the cave fisher makes one Claw attack against it. Anyone else who was attached to the filament is released. Until the grapple ends on the target, the cave fisher can’t use Adhesive
stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher. The filament crumbles away if the cave fisher takes this bonus action again.
Orb of Dragonkind
Legacy
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Magic Items
Basic Rules (2014)
speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb
directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god&rsquo
ocean to the void of the Astral Plane. Anything on or within a certain distance of a morkoth’s isle is drawn with it in its journey through the planes. Thus, people from lost civilizations and
Sword of Kas
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder take 3d6 psychic damage. On a failed save, the wielder is
Kas. The creature must cast the wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword
Deck of Illusions
Legacy
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Magic Items
Basic Rules (2014)
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards.
The magic of the deck functions only if cards are drawn at
Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card
Spells
Xanathar's Guide to Everything
for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.
Steal Life. You can use a bonus action to drain vigor from
;You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit
Monsters
Planescape: Adventures in the Multiverse
can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Hypersensitivity. The darkweaver takes 10 radiant damage when it starts its turn
from across the planes experience reality. For them, the act of eating is an experience to be drawn out and savored, with every meal considered in all its facets. Whether its fare is a demon, an
Magic Items
The Book of Many Things
have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect
the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.
Unless it is the Mystery card, a drawn card immediately takes effect, fades from existence, and
Monsters
Princes of the Apocalypse
;{"diceNotation":"3d6","rollType":"roll","rollAction":"Air Control"} × 10 feet through the air. A creature smashed into a solid object or released in mid-air takes 1d6;{"diceNotation":"1d6","rollType
(Athletics) check.
Thunderstorms erupt in a 5-mile radius centered on Yan-C-Bin’s lair, creating deafening cracks of thunder and constant lightning. Every ten minutes the storm rages, creatures standing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
., one target. Hit: 21 (4d6 + 7);{"diceNotation":"4d6+7","rollType":"damage","rollAction":"Acid Lash","rollDamageType":"acid"} acid damage. Any creature killed by this attack is drawn into Juiblex
check.
The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10
Monsters
Fizban's Treasury of Dragons
makes an attack roll or an ability check, it must roll a d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save
found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair
Juiblex
Legacy
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Monsters
Out of the Abyss
, reach 10 ft., one target. Hit: 21 (4d6 + 7);{"diceNotation":"4d6+7","rollType":"damage","rollAction":"Acid Lash","rollDamageType":"acid"} acid damage. Any creature killed by this attack is drawn into
remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check
Monsters
Waterdeep: Dungeon of the Mad Mage
on ceilings, without needing to make an ability check.
Vampire Weaknesses. Keresta has the following flaws:
Forbiddance. Keresta can't enter a residence without an invitation from one of the occupants
under its command.
After Vanrak destroyed the vampire and conquered its lair, he took Keresta under his wing. Consumed by darkness and loss, Keresta was drawn to Shar like a moth to a flame and rose
Monsters
Fizban's Treasury of Dragons
Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at
beset by swarms of giant spider;giant spiders drawn to the area when a sapphire dragon took up residence nearby. Ridding the village of the spiders means tampering with the dragon’s food supply
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6
are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
drawn back into the cracked orb. The orb glows brightly for 1 minute, after which it releases another such creature with full hit points. The orb’s threat can be put to an end only by destroying the orb
(see “Murgaxor’s Orb” at the start of the adventure). If the orb is destroyed, any creature released from it vanishes.
Monsters
Fizban's Treasury of Dragons
Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its
threatens to sink a town into the Underdark unless the authorities find and turn over a thief who stole from the dragon.
6
A village is beset by swarms of giant spider;giant spiders drawn to the area
Magic Items
Tasha’s Cauldron of Everything
creatures can open the hatch as easily as any other door. Other creatures can open the hatch as an action with a successful DC 25 Dexterity check using thieves’ tools. A knock spell cast on the
soul of the mighty warlord Leuk-o was drawn into the artifact and has become its animating force. The servant has been known to attack or move of its own accord, particularly if doing so will cause
Magic Items
The Book of Many Things
cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.
As soon as you draw a card, its magic
from the deck and take effect simultaneously.
Unless it is the Fool or the Jester card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to
Magic Items
Infernal Machine Rebuild
make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM’s devising.
05
You emanate a weak magnetic aura
in front of you, and points toward you. The DM determines whether a creature currently looking for you is drawn to your location. Additionally, when a creature attacks you for the first time during
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
Random Encounters Check once every 10 minutes for random encounters by rolling a d12; an encounter occurs on a roll of 1. If an encounter is indicated, roll a d6 and refer to the table below. These
are monsters that Keraptis has released into the dungeon specifically for the purpose of giving the intruders a hard time. All will attack immediately. The ogres and the bugbears are magically
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. 10b. Shield Trap Flameskulls. Unless they were drawn to area 10a, seven flameskulls float here, their green flames the only sources of light in this room.
Decor. More paintings like the ones in area
character who examines the runes and succeeds on a DC 18 Intelligence (Arcana) check can ascertain that the runes give the shield the magical ability to trap creatures inside it. Any creature that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
takes 9 (2d8) necrotic damage. A creature in a dark pool can’t regain hit points. Pedestals. The 3-foot-high pedestals store radiant energy, which is released in the presence of undead intruders. If an
tetrahedral pyramids are locked (requiring a successful DC 17 Dexterity check to pick the lock or a successful DC 20 Strength check to burst it). If either of the two doors on a sepulcher is opened, each door
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
drawn lurking dangers from more remote parts of the bayou. As he grows more proficient in his ability to siphon creatures’ energy to power his magic, Murgaxor is practicing lesser forms of the magic that
will eventually culminate in his destructive ritual in chapter 6. Evidence of his magic persists in area W5. The strange energy of his magic has drawn creatures to the area around Wiltroot Hall and
Monsters
Fizban's Treasury of Dragons
needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake.Multiattack. The dragon makes one
unless the authorities find and turn over a thief who stole from the dragon.
6
A village is beset by swarms of giant spider;giant spiders drawn to the area when a sapphire dragon took up residence
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
wall of solid stone behind the false door hides a secret door, which can be found with a successful DC 15 Wisdom (Perception) check. Secret Trapdoor. On the other side of the secret door is a secret
trapdoor in the floor of the corridor, requiring a successful DC 20 Wisdom (Perception) check to find. The trapdoor opens onto a steep flight of narrow stairs that spiral down to a 5-foot-wide tunnel
Monsters
Fizban's Treasury of Dragons
magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks
surrounding a legendary amethyst dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:
Background Check. Once per day, the dragon can cast the legend
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Safahr. Members of the Gray Hands complete assignments dictated by Vajra. Force Grey is an elite cadre of specialized adventurers, drawn from the ranks of the Gray Hands, whose fighting prowess is
are released under the loose supervision of Vajra Safahr (see appendix B). The adventurers receive a helpful uncommon or rare magic item that they’re allowed to use for a time (until it mysteriously
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying
, however, that they can’t leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released






