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Returning 35 results for 'before blast deepest continues remove'.
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Magic Items
Forgotten Realms: Adventures in Faerûn
dying essence. Myrkul has since returned to become one of the Dead Three, and the Crown of Horns continues to further his gruesome will by seeking out mortal agents and gradually transforming them into
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
Monsters
Spelljammer: Adventures in Space
extracting and consuming its brain.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Mind Blast"}. The neh-thalggu magically emits psychic energy at one Humanoid it can
see within 10 feet of itself. The target must make a DC 14 Wisdom saving throw. On a failed save, the target takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Mind Blast
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
unconscious creature remains asleep until it is no longer in the area with tendrils, takes any damage, or is targeted by a remove curse spell or similar magic.Nightmare haunts are terrors from the
haunts appear as horrifying shadow creatures with forms evocative of their victims’ deepest fears. Due to the collective trauma experienced by the people of Eldraine during the Phyrexian
Monsters
Eberron: Rising from the Last War
magical effects.Multiattack. The quori makes two Soul Binding attacks. Alternatively, it can make four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +13;{"diceNotation":"1d20+13
","rollType":"to hit","rollAction":"Arcane Blast"} to hit, range 120 ft., one target. Hit: 12 (1d10 + 7);{"diceNotation":"1d10+7","rollType":"damage","rollAction":"Arcane Blast","rollDamageType":"force
Yuan-ti Nightmare Speaker
Legacy
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Monsters
Volo's Guide to Monsters
following warlock spells:
Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation
1st–3rd level (2 3rd
). The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
","rollDamageType":"psychic"} psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6
","rollType":"recharge","rollAction":"Mind Blast"}. The elder brain magically emits psychic energy. Creatures of the elder brain’s choice within 60 feet of it must succeed on a DC 18 Intelligence
Monsters
Princes of the Apocalypse
has advantage on saving throws against spells and other magical effects.Multiattack. Imix makes two slam attacks or two flame blast attacks.
Slam. Melee Weapon Attack: +12;{"diceNotation":"1d20+12
damage plus 18 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Slam","rollDamageType":"fire"} fire damage.
Flame Blast. Ranged Spell Attack: +12;{"diceNotation":"1d20+12","rollType
Ancient Green Dragon
Legacy
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Monsters
Basic Rules (2014)
continues down its spine, reaching full height just behind the skull.The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic
described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large
Adult Green Dragon
Legacy
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Monsters
Basic Rules (2014)
treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down
above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Mind Blast"}. Creatures of the elder brain
’s choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5);{"diceNotation":"5d10+5","rollType":"damage","rollAction":"Mind Blast","rollDamageType
Monsters
Divine Contention
the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Warlock Spells Cantrips (0 Level)
Chill Touch
Eldritch Blast
Mage Hand
Minor Illusion
Poison Spray
Prestidigitation
True Strike
1st Level
Charm Person
Comprehend Languages
Enfeeblement
Shatter
Spider Climb
Suggestion
3rd Level
Counterspell
Dispel Magic
Fear
Fly
Gaseous Form
Hypnotic Pattern
Magic Circle
Major Image
Remove Curse
Tongues
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Warlock Spells Cantrips (0 Level) Blade Ward
Chill Touch
Eldritch Blast
Friends
Mage Hand
Minor Illusion
Poison Spray
Prestidigitation
True Strike
1st Level Armor of
Level Counterspell
Dispel Magic
Fear
Fly
Gaseous Form
Hunger of Hadar
Hypnotic Pattern
Magic Circle
Major Image
Remove Curse
Tongues
Vampiric Touch
4th Level
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue is destroyed, it turns to dust. A delayed blast fireball spell (save DC 20) then immediately detonates in its space. Stone Plug. The secret door in the ceiling is an airtight, circular stone plug 8
lich has prepared, plus the following: alarm, arcane lock, burning hands, charm person, clairvoyance, comprehend languages, cone of cold, delayed blast fireball, Evard’s black tentacles, fear, feeblemind
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
of blue smoke was a telltale sign of one of the Izzet’s pyrotechnic experiments. Jace tracked the source of the blast and spied two mages, a human and a goblin, outfitted with alchemical gadgetry and
, remains its guildmaster, just as the guild continues to fulfill its original mission (even as its experiments go far beyond the guild’s original mandate).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Chill Touch Necromancy — Eldritch Blast Evocation — Friends Enchantment C Mage Hand Conjuration — Mind Sliver Enchantment — Minor Illusion Illusion — Poison Spray Necromancy — Prestidigitation
Major Image Illusion C Remove Curse Abjuration — Summon Fey Conjuration C, M Summon Undead Necromancy C, M Tongues Divination — Vampiric Touch Necromancy C Level 4 Warlock Spells Spell School
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
formulating a plan to get past the undead guardians in this area. A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal
gnomes, and it continues to act on ancient instructions to prevent intruders from passing through.
This impressive chamber was the heart of the Wave Echo Cave mining operation. Here, the dwarves
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
when it finishes a short or long rest. It knows the following warlock spells:
Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison
and creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Chill Touch Necromancy — Eldritch Blast Evocation — Friends Enchantment C Mage Hand Conjuration — Mind Sliver Enchantment — Minor Illusion Illusion — Poison Spray Necromancy — Prestidigitation
Major Image Illusion C Remove Curse Abjuration — Summon Fey Conjuration C, M Summon Undead Necromancy C, M Tongues Divination — Vampiric Touch Necromancy C Level 4 Warlock Spells Spell School
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of Warding
Haste
Hypnotic Pattern
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking
Invulnerability
Guards and Wards
Magic Jar
Mass Suggestion
Move Earth
Otto’s Irresistible Dance
Programmed Illusion
Sunbeam
True Seeing
Wall of Ice
7th Level
Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sight.
3 Prevent any Fiend from crossing a bridge.
4 Remove any who enter its creator’s workshop.
Clay Golem Large Construct, Unaligned
AC 14 Initiative +3 (13)
HP 123 (13d10 + 52
creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
large box engraved with a recurring elemental symbol. Inside, a magical orb resembling a crystal ball pulses and thrums with power. The priest holds the orb aloft and continues to chant while the
others kneel before it.
The object is a devastation orb, and it’s ready to explode. The cultists remove the device from its case and wait for it to detonate. See chapter 7 for descriptions of the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
who died in Idyllglen are not able to remove the sword from the stone. Once the sword is removed from its stone, a character can attune to it immediately if the sword deems that character worthy, and
good luck and fades away as her soul passes into the afterlife. The destruction of the Bleeding Citadel restores all of Lulu’s memories, which she can share with the characters. Lulu continues to travel with the characters and encourages them to use the sword to redeem Zariel.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
.
Double bronze doors stand in the eastern end of the south wall. Down the hall to the west is an archway carved in the form of twining serpents. Beyond it, the corridor continues on into shadow
instead take 10 minutes to remove the plate from the floor, requiring the same sort of check as for an attempt to block the plate from moving. A failed check in this case means another 10 minutes of
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
attack the minds of dreamers afflicted by the Wicked Slumber. Nightmare haunts appear as horrifying shadow creatures with forms evocative of their victims’ deepest fears. Due to the collective trauma
longer in the area with tendrils, takes any damage, or is targeted by a remove curse spell or similar magic.
Bonus Actions
Shadow Stealth. While in dim light or darkness, the nightmare haunt takes the Hide action.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
one containing a brain the neh-thalggu has consumed. After a neh-thalggu kills a victim, it uses its pincers to cut open the victim’s head and remove the brain. It then swallows the brain whole. The
0 hit points, the neh-thalggu kills the target by extracting and consuming its brain.
Mind Blast (Recharge 5–6). The neh-thalggu magically emits psychic energy at one Humanoid it can see within 10
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
combat, Sprika continues to shout. She instructs the other goblins to keep the characters away from the bowl, for it is a gift for a powerful “master” in the Caves of Chaos. Tactics. The goblins
changes.
If there are fewer than four characters, remove one Goblin Warrior and the Giant Centipede.
If there are more than six characters, add one Goblin Warrior and one Giant Centipede.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
its own goal. To do so, the ball must make a successful attack roll against AC 15. Once the ball is knocked into a goal, it sticks there for 1 round, impossible to remove without destroying it. If the
) force damage. When the ball moves out of a goal, it flies to the center of the corridor and hovers, awaiting the start of another point. The game continues until the characters die or score a goal
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
columns carved to resemble warriors watch over the main entrance to the canyons; the dragon has given them whimsical names and ascribed unique personalities to them. Grand Hall. At the deepest part
animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 (3d6) bludgeoning damage on a hit. Blast of Wind. A mighty wind sweeps through the lair in a direction of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
two flame blast attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 18 (5d6) fire damage.
Flame Blast. Ranged Spell Attack: +12 to
. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Imix regains spent legendary actions at the start of his turn.
Heat Wave. Imix creates a blast
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the infection continues long enough, a portal opens in the corrupted environment that connects to a random location in the Abyss. Demons that happen to be near the portal can travel through it and into
on Reality In its third phase, the demonic virus invades fully and becomes a part of the world. Simply killing the demons in an afflicted area is no longer enough to remove the Abyss’s stain. The size
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
be heard everywhere on the battlefield, but they have no source. Crumbling buildings, bare trees, blast craters, and jumbles of bones around spears and swords indicate an immense battle. None of the
continues to turn unless its blades are wholly destroyed. Each blade has AC 13, 30 hit points, and immunity to poison and psychic damage. As long as at least two blades are turning, they keep the smoke 30
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
on saving throws against any effect that turns undead.
Actions
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage.
Mind Blast (Recharge 5–6). The
Spellcasting (Psionics) traits, as well as the Tentacles, Extract Brain, and Mind Blast action options (all described below). So long as a mind flayer lich feeds captured souls to its phylactery, it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Steed Illusion R Protection from Energy Abjuration C Remove Curse Abjuration — Sending Divination — Sleet Storm Conjuration C Slow Transmutation C Speak with Dead Necromancy — Stinking Cloud Conjuration C
Seeing Divination M Wall of Ice Evocation C MICHELE GIORGI The Wizard Leomund studies spellbooks to prepare his magic Level 7 Wizard Spells Spell School Special Delayed Blast Fireball Evocation
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Steed Illusion R Protection from Energy Abjuration C Remove Curse Abjuration — Sending Divination — Sleet Storm Conjuration C Slow Transmutation C Speak with Dead Necromancy — Stinking Cloud
Enchantment — Move Earth Transmutation C Programmed Illusion Illusion M Sunbeam Evocation C True Seeing Divination M Wall of Ice Evocation C Level 7 Wizard Spells Spell School Special Delayed Blast






