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Returning 35 results for 'before bit disaster continues removed'.
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Monsters
Forgotten Realms: Adventures in Faerûn
Resistance. Sammaster has Advantage on saving throws against spells and other magical effects.
Soul Gem. Sammaster has a magical soul gem as his dracolich heart. The gem can’t be damaged or removed
for his demise. He drew on the warped resurrection of dracoliches to become a lich himself. He continues to lead the Cult of the Dragon from the shadows, developing new ways to control and corrupt
Clay Golem
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
continues to do so until it is destroyed or regains all its hit points.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on
dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Haste (Recharge 5–6);{"diceNotation":"1d6","rollType
Monsters
Tales from the Yawning Portal
continues to do so until it is destroyed or regains all its hit points.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on
its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration
Monsters
Keys from the Golden Vault
is near enough to move to and attack, Jhaeros attacks an object, with preference for an object smaller than himself. Once Jhaeros goes berserk, he continues to do so until he is destroyed or regains
Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the
Infernal Tack
Legacy
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Magic Items
Mordenkainen’s Tome of Foes
A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears
the spurs until the wearer dies or the tack is removed.
You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The
Magic Items
Mordenkainen Presents: Monsters of the Multiverse
A rider binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, and stirrups, along with spurs that are worn by the rider. A nightmare equipped with
infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed.
You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or
Backgrounds
Guildmasters’ Guide to Ravnica
The brutes are at the gate, chaos is looming, and the only thing standing in the way of disaster is the foundation of law and order — as embodied in the Azorius Senate. You’re a proud
best at everything in my legal training, and now I work with the person who was always just a little bit better.
6
A good friend was promoted into work they can’t tell me about.
7
I
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the
voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the
voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the
voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the characters’ backgrounds to life. Maybe the characters are all part of the same unit in the war, or they might be enemies forced to cooperate when disaster strikes. Are the characters participants
in a memorable battle? Do they take actions they’ll later regret? Do they make a bitter enemy who comes back to haunt them years later, when the campaign continues in the present day? A magical
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the
voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the
voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Minor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the
voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Minor Illusion Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of
, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cloudy blue eyes. They run a flower stall in the market. Friendly and a bit wistful, Astra chats with anyone who stops at their stall, as happy to hear the recent news as to make a sale. Astra was a
child when their family left Vermeillon, so their knowledge of the forgotten village is clouded by time and the hazy memories of the very young. They remember the disaster at the mine, bits of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cloudy blue eyes. They run a flower stall in the market. Friendly and a bit wistful, Astra chats with anyone who stops at their stall, as happy to hear the recent news as to make a sale. Astra was a
child when their family left Vermeillon, so their knowledge of the forgotten village is clouded by time and the hazy memories of the very young. They remember the disaster at the mine, bits of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cloudy blue eyes. They run a flower stall in the market. Friendly and a bit wistful, Astra chats with anyone who stops at their stall, as happy to hear the recent news as to make a sale. Astra was a
child when their family left Vermeillon, so their knowledge of the forgotten village is clouded by time and the hazy memories of the very young. They remember the disaster at the mine, bits of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the characters’ backgrounds to life. Maybe the characters are all part of the same unit in the war, or they might be enemies forced to cooperate when disaster strikes. Are the characters participants
in a memorable battle? Do they take actions they’ll later regret? Do they make a bitter enemy who comes back to haunt them years later, when the campaign continues in the present day? A magical
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the characters’ backgrounds to life. Maybe the characters are all part of the same unit in the war, or they might be enemies forced to cooperate when disaster strikes. Are the characters participants
in a memorable battle? Do they take actions they’ll later regret? Do they make a bitter enemy who comes back to haunt them years later, when the campaign continues in the present day? A magical
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, which holds the first clues in the mystery. Like all other books in Candlekeep, Sarah of Yellowcrest Manor cannot be removed from the library, so make it clear to the characters that Sarah’s ghost
information from the book as the adventure continues. To get the characters into the mystery as quickly as possible, their trip to Waterdeep unfolds with no problems or random encounters, unless you
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
bit of special material to fuel his experiments and continue his work — a piece of the characters’ souls, extracted by his machinery. With a successful DC 15 Charisma (Persuasion) check made to
negotiate with Kwalish, the gnome asks only for a single bit of soul energy from any one character. If unsuccessful, he demands one bit of soul from each character in exchange for his aid or information. The
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, which holds the first clues in the mystery. Like all other books in Candlekeep, Sarah of Yellowcrest Manor cannot be removed from the library, so make it clear to the characters that Sarah’s ghost
information from the book as the adventure continues. To get the characters into the mystery as quickly as possible, their trip to Waterdeep unfolds with no problems or random encounters, unless you
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, which holds the first clues in the mystery. Like all other books in Candlekeep, Sarah of Yellowcrest Manor cannot be removed from the library, so make it clear to the characters that Sarah’s ghost
information from the book as the adventure continues. To get the characters into the mystery as quickly as possible, their trip to Waterdeep unfolds with no problems or random encounters, unless you
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
bit of special material to fuel his experiments and continue his work — a piece of the characters’ souls, extracted by his machinery. With a successful DC 15 Charisma (Persuasion) check made to
negotiate with Kwalish, the gnome asks only for a single bit of soul energy from any one character. If unsuccessful, he demands one bit of soul from each character in exchange for his aid or information. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
everything around it until it is destroyed or completely repaired. “The more rigid its physical form, the less likely the golem is to lose its sense of purpose. The clay ones can be a bit twitchy
can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until






