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Returning 35 results for 'before being drawn contents reduce'.
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Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
Monsters
Planescape: Adventures in the Multiverse
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
":"Darkweaver Webs (Cocoons)"} cocoons. Roll on the Darkweaver Cocoon Contents table to determine what might be inside each of these shadowy masses.
Darkweaver Cocoon Contents
d6;{"diceNotation":"1d6
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears
Magic Items
Lost Laboratory of Kwalish
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears
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
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
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects
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
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
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
Monsters
Fizban's Treasury of Dragons
in collecting knowledge and 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
dragon lairs frequently exhibit or develop large and beautiful clusters of amethyst crystals, including massive cathedral geodes split open to show their contents and clusters of crystal points more
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
vine blights and one druid (NE female human) are in the room unless they have been drawn elsewhere, If they are here, read: Three creatures are here. One appears human but is so caked with dirt and mud
that it’s hard to know for sure. Her hair is full of twigs, and her face is hidden behind a veil of moss. She is rooting through the contents of the cabinet and haphazardly tossing them onto the floor
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
head swells to twice its normal size. 5 You shrink, as though affected by the reduce effect of an enlarge/reduce spell. 6 Fireflies are drawn to you and form a persistent cloud around you, shedding
bright light in a 5-foot radius and dim light for an additional 5 feet. 7 You grow, as though affected by the enlarge effect of an enlarge/reduce spell. 8 You are targeted by a polymorph spell and
Monsters
Fizban's Treasury of Dragons
creature makes an attack roll or an ability check, it must roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a
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 of a
Monsters
Fizban's Treasury of Dragons
roll or an ability check, it must roll a d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save, the creature
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 of a legendary emerald
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no
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
, its body is destroyed as its soul is released into the afterlife. Treasure. The shield is worth 7,500 gp and can be used as an ordinary shield, but battle damage might reduce its value as an art object at your discretion.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the
previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it fades from existence. Unless the card
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous
draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it fades from existence. Unless the card is
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
mounds of dense vegetation, accompanied by muffled rumbling.
Two brackish trudges (see chapter 7) were drawn to this crate, attracted by the euphoria-inducing herbal concoction within. They are
ascertain that the orange glow around the crate is a bad sign, for it suggests the crate’s contents might have been damaged in a dangerous way. The crate explodes if it is moved or jostled. If the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous
draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it fades from existence. Unless the card is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
dimensions and contents of every room to a rough outline of how one encounter might lead to another, depending on the route the characters choose. Whatever form your map takes, it functions as a
or play groups against each other to reduce the threat of the more powerful monsters. For example, in a dungeon inhabited by mind flayers and the grimlocks they rule, the adventurers might try to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Dungeon Inhabitants After a dungeon’s creators depart, anyone or anything might move in. Intelligent monsters, mindless dungeon scavengers, predators and prey alike can be drawn to dungeons. The
against each other to reduce the threat of the more powerful monsters. For example, in a dungeon inhabited by mind flayers and their goblinoid thralls, the adventurers might try to incite the goblins
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is set with a closed door.
Unless he is drawn to sounds of combat in area 7, a duergar alchemist (see the sidebar) named Lorthio Bukbukken works on the upper level of this area. Lorthio’s
below the laboratory and contains two bunk beds and two small chests, all made of zurkhwood (See “Treasure” below for information on the contents of the chests). The door is barred on this side and has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
through the detritus on the floor. After a minute of searching, it finds a torn page on which is drawn a smiling dragon with butterfly wings. The homunculus shows it to the characters, tears the page
be salvaged or read. To determine a particular spellbook’s contents, roll a d6. The book contains four wizard spells of each level up to and including the number rolled on the die. For example, on a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
they can hurl chunks of sandstone torn from Iymrith’s own amphitheater. If Iymrith is drawn to the surface and reduced to 240 hit points or fewer, she retreats to the dungeon level and makes her final
. (Multiple creatures working together can reduce the amount of time accordingly.) Any creature in the marked section of tunnel when it collapses must make a DC 15 Dexterity saving throw. On a failed
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Stirges)
Adjusting the Difficulty. To make this encounter easier, you can reduce the number of Stirges, or you can increase the difficulty by adding one or more Gnoll Warriors drawn here by the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
snarling worgs, which were drawn here by the strange magic in the area. The worgs are hostile and attack as soon as any character sets foot on the island, snarling, “The dark magic! Give it to us!” They
run off if the characters reduce one or both of them to 13 or fewer hit points. S4. South Research Shed One of two small research sheds on the central islet, this building holds supplies and equipment
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
rolled-up piece of golden foil. The chardalyn tube is safe to handle. P12. Snow and Shadow Unless they’re drawn to area P11 by a disturbance, Dzaan’s simulacrum (see appendix C) and its wight bodyguard
, Krintaas, are here. Omit the second paragraph from the following boxed text if these NPCs are not present: Some effort has been taken to arrange the contents of this upside-down room, creating a
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
scavenger drawn by the presence of decaying flesh. The water on the floor ranges from about 6 inches deep on the starboard (south) side of the ship to 18 inches deep on the port (north) side. The water
crate in 1 minute; without a crowbar, it takes 10 minutes. When a character opens a crate, roll a d6 and consult the Crate Contents table to determine what’s inside. The characters can find each item on
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Nothing of value can be found here. Development. Combat in this room alerts Zan, the jackalwere in area A5, who enters with their scimitar drawn. At your discretion, Korvala might also investigate a
. The trunks are lined with lead to ensure that the locate object spell cannot be used to find their contents: Trunk 1 contains Nidalia’s desiccated heart, wrapped in a black silk cloth and resting atop
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
contents of the room find the following items: Ten Blankets Ten empty Glass Bottles Twelve Healer’s Kits Two Hooded Lanterns (hanging above the table) One jar of Keoghtom’s Ointment M8: Recovery Room
tunnel festooned with cobwebs. The tunnel has two openings to the west—one close by, the other farther away.
Next to the secret door, drawn on the east wall in white chalk, is a stick figure
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
vampire spawn with special qualities (see below). If the characters examine the contents of the tomb, see “Treasure” for details. Any of the items can be lifted off or out if the characters so desire. If
drink blood, Tloques must first drain it into a receptacle and then drink it, which can reduce the target’s hit point maximum as a normal vampire spawn bite does. Tloques will not pursue fleeing grave
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
) Whetstone 1 cp 1 lb.
Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case
. Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
in these lower watchtower billets. Theoretically, each watchtower is staffed by two guards day and night, but personnel shortages sometimes reduce that to one guard or force the knights to take turns
mattresses. 8. Latrines Anywhere but Chult, these latrines would be excellent. Here, daily rain floods the pits and flushes their contents through the camp. As if that’s not bad enough, the wooden
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
room has become the den of an ankheg, drawn to the tomb complex to feast on giant rodents and Cynidiceans who come to pay their respects. A character who examines the dead rat and succeeds on a DC 13
the coffin lies the astrologer’s body. Treasure. A bronze tube in one of the brass jars contains a crudely drawn map of this tier of the ziggurat. Two stars on the map denote the locations of the






