Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before block devil closed reappear'.
Other Suggestions:
before book devil chosen reappears
before book devil cursed reappears
before block deal chosen reappears
before book devil close reappears
before book devil chosen reappear
Classes
Player’s Handbook
Shield Companions and Banish Foes
Your study of magic is focused on spells that block, banish, or protect—ending harmful effects, banishing evil influences, and protecting the weak. Abjurers
are sought when baleful spirits require exorcism, when locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Adventuring parties value Abjurers for the protection they provide against a variety of hostile magic and other attacks.
Spells
Player’s Handbook
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is
Magic Items
Dungeon Master’s Guide
the following table (see the Monster Manual for the creature’s stat block).
1d100
Contents
0-50
No creature
51
Arcanaloth
52-54
Bone Devil
55-56
Cambion
57
Magic Items
Dungeon Master’s Guide
you draw the card or at any other time before you die.
Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you
. This enmity lasts until either you or the devil dies.
A Question of Enmity
Two of the cards in the Deck of Many Things can earn a character the enmity of another being. With the Flames card, the
Summon Fiend
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends
higher level wherever the spell’s level appears in the stat block.
Fiendish Spirit
Large fiend
Armor Class 12 + the level of the spell (natural armor)
Hit Points 50 (Demon only) or 40 (Devil
Spells
Lost Laboratory of Kwalish
is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location
, the contents of the chest reappear on the ground at your feet.
The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical
detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
with mortals, devils are constantly figuring out how to exploit and corrupt them, often behind thin smiles of feigned concern and false charm. A devil that successfully corrupts a mortal gets the
the Nine Hells where it twists into the form of a lemure (unless it’s used for some other morbid purpose). The devil doesn’t care what becomes of the souls it corrupts; it just wants to be promoted to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
one closer to the southern exit is a stone golem. The other statue is inanimate and harmless.
Dais. An arched double door carved with screaming devil faces stands closed at the back of a dais
skull screams, the golem uses its first turn in combat to block the south exit, pushing the door closed and shoving smaller creatures out of the way automatically. By occupying the space north of the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or
the spell’s level appears in the stat block. Fiendish Spirit
Large fiend
Armor Class 12 + the level of the spell (natural armor)
Hit Points 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ethereal Plane, out to a range of 120 feet. The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe
spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell
block. Fiendish Spirit Large Fiend, Neutral
AC 12 + the spell’s level
HP 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6
Speed 40 ft.; Climb 40 ft
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
streets of Baldur’s Gate looking for victims to bring to their master. Cazador’s “children” use the Vampire Spawn stat block and are Medium unless otherwise noted. Cazador is a Medium Vampire
Infernalist. It may seem terrible, but I assure you, my family engages in no more devil worshiping or murder than any other upstanding noble clan in Baldur’s Gate. And at least our dinner guests have a screaming good time.
—ASTARION, SOCIAL COMMENTATOR
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
occupant eventually fade from view and don’t reappear. Whirlwyrm Spotted A giant splash reveals another whirlwyrm (use the giant crocodile stat block) swimming near the characters. If sailing characters
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the marble floors of the cathedral makes it impossible for this group to sneak up on anyone. Group 3: Devilish Brigands A spined devil leads three human brigands (use the bandit captain stat block to
the heads of those leaders to Zariel personally. Victuusa leads six lawful evil human cultists devoted to Zariel. Group 2: Crab Attack A barbed devil named Dreb marshals a pack of eight giant crabs
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
carved into the poor wretch’s skin. To enter the contract, the devil and the character who made the deal carves their names into the wretch, who is then promptly banished. Use the commoner stat block to
Infernal Contracts Once the devil and the character agree to the terms of a deal, the agreement must be sealed with a contract, which the devil can produce as an action. The contract often appears in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
for the townsfolk. Ever since the local inn closed its doors, Nimsy has opened her heated attic to visitors looking for a place to crash for the night. She bakes halfling-shaped cookies and brings them
to meetings of the Council of Speakers. Militia. Lonelywood can muster up to 50 soldiers (use the tribal warrior stat block) and 4 veterans. Heraldry. Two narrow white triangles, one descending from
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the course of a campaign. For example, characters on their very first adventure might face a villain who uses the stat block of a Mage Apprentice, only to have that villain escape and return many
adventures later to haunt them as a Mage. Still later, the same villain might reappear as an Archmage. Of course, the trick here is making sure that the villain survives from one adventure to the next, or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
67. Hall of the Golden Mastodon A character who searches for traps in the tunnel approaching this room notices a block of stone lodged in the ceiling with a successful DC 20 Wisdom (Perception) check
. The block remains there until the room’s trap is activated. A life-size golden statue of a mastodon stands atop a one-foot-high stone cog at the center of this room. Jeweled tusks sweep from its
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Returning to Kalaman As the characters near the gates of Kalaman, read the following text: A crowd mills at the gate ahead, dozens of commoners murmuring and excitedly looking past the closed
city. Castle Kalaman’s Visitors The gates of Castle Kalaman are closed when the characters arrive, but the guards recognize the characters and admit them. The guards confirm a contingent of knights is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
20. False Tomb Nested in the ceiling of the western tunnel is a stone block. A character who searches the tunnel spots the block with a successful DC 15 Wisdom (Perception) check. The block is part
crawlway. The valves remain closed until the room’s trap activates, though a knock spell or a successful DC 25 Strength (Athletics) check can force open a valve. Casting dispel magic on the illusory
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Evil in Baldur’s Gate Without Ulder Ravengard to stay their hand, Flaming Fist captains are brutally exercising their autonomy under the veneer of maintaining order. They’ve closed the outer gates to
Companion was used against Elturel. The shield binds the essence of a powerful devil named Gargauth, whose presence in Baldur’s Gate has fomented much of the evil that lurks in the hearts of the city’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
oily to the touch, cordon off areas of the fane. They block vision and mute sound. Objects pass through unimpeded, but living creatures doing so feel psychic resistance and nausea from pushing through
. No original locks remain operable, but the cultists secure some doors with a hasp-and-pin mechanism. A door closed in this way can be forced with a successful DC 15 Strength check. Light. The glow of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
balconies. Curtains. The curtains that hang across doorways are made of black fabric, and each curtain has been enchanted so that sound doesn’t pass through it while it is closed. Doors. With the exception
of the stone doors that block the main entrance (area M1) and the prison (area M17), all doors in Motherhorn are made of sturdy wood with iron handles and fittings. Each one has a bronze knocker on
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
companions. Roll initiative for the devil, which has its own turns. The DM has the creature’s stat block. On each of your turns, you can issue a verbal command to the devil (no action required by you), and as
. Once this property is used, it can’t be used again until the next dawn. Flames. You can use this card to summon a devil. The card is attuned to a specific devil with a challenge rating of 8 or lower
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Once this duration ends, the portcullis lowers back into place, the crystals go dark, and the wardrobes reappear with their doors closed. Each wardrobe contains a one-way gate to another plane, which
citadel walls. Suddenly, a single glowing ember flies out of the wardrobe and transforms into a winged, bony fiend with a smiling, skull-like visage.
Opening the wardrobe summons a bone devil. When it
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Monsters (I) Ice Devil Large Fiend (Devil), Lawful Evil
AC 18 Initiative +7 (17)
HP 228 (24d10 + 96)
Speed 40 ft.
Ability Score Mod Save
Str 21 +5 +5
Dex 14 +2 +7
Con
; Poisoned
Senses Blindsight 120 ft.; Passive Perception 17
Languages Infernal; telepathy 120 ft.
CR 14 (XP 11,500; PB +5)
Traits
Diabolical Restoration. If the devil dies outside the Nine Hells
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
(use the minotaur skeleton stat block, but treat its greataxe attack as a claws attack and its gore attack as a mandibles attack). The third looks like it contains the skeleton of a large wolf-headed
actual door leading to area 18. Manipulating Time Having a mechanical guide spend 1 charge in this area opens one closed pit at random, or closes one pit at random if all the pits are open.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
63. Gas-Filled Room This chamber is closed off and inaccessible most of the time. The characters can reach this area by reorienting the cogs so that a doorway opens up to area 58. Thick green gas
its breath or doesn’t need to breathe. Stuffing the nozzles with cloth prevents more gas from spilling into the room. If the characters block the flow of gas, the lingering gas disperses after 1 minute
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, though, they’re fighting a losing battle against foes whose numbers only grow. And every time a Talon falls, Lekar’s final defeat grows closer. Talon soldiers use the guard stat block, while commanders
behaves as if it’s their last day alive—because it probably is. Closing the Borders. Unlike most Darklords, Vladeska Drakov can’t open her domain’s borders, so Falkovnia’s borders are usually closed
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. In his haste, Iarno leaves behind a letter from the Black Spider (see the “Developments” section) and neglects to make sure the secret door is closed all the way. Characters gain advantage on ability
the characters catch up to him, Iarno quaffs the potion of invisibility in the satchel and flees the hideout. At your discretion, he could reappear later in the adventure. Roleplaying Iarno A former
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
35. I’jin’s Tomb Characters can reach this area via area 18, by lowering the stone block in the east wall (area 35A), or by slipping between the teeth of the jackal visage at area 29. 35A. Stone
Block A 5-foot-wide, 5-foot-thick, 12-foot-tall block of solid stone fills the doorway leading to I’jin’s tomb (area 35B). The block is featureless on the side that faces the tomb, and it is impervious to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
) and her friend who goes by the name Devil Dog (CE female tiefling acolyte). The two are street thieves trying to work their way up to larger scores. Devil Dog uses the acolyte stat block with these
move welcomed by no one — least of all the members of the Watch, who must now stand guard over the site until it can be investigated and closed. A character whose background entails knowledge of the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
on the following table (see the Monster Manual for the creature’s stat block). 1d100 Contents 01–50 No creature 51 Arcanaloth 52–54 Bone Devil 55–56 Cambion 57–58 Dao 59 Deva 60–61 Djinni 62–63
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Stonecarvers’ Hall The Melairkyn dwarves hauled blocks of unworked stone here to be carved into doors, statues, and other forms. 14a. South Entrance A 4-foot-square block of stone has fallen from
the ceiling of this hall and cracked in two on the floor. The block was released when someone stepped on a hidden pressure plate in the floor. (The trap failed to hit its intended target and no






