Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before block direction connect removed'.
Other Suggestions:
before block direction connected remove
before block direction connected removed
before block direction contact remove
before block direction convert remove
before block direction contact removed
Monsters
Monster Manual
and Good is cast on its corpse. If it revives, it animates a Humanoid corpse elsewhere on the same plane of existence; it now looks different but uses the same stat block and returns with all its Hit
curses one creature it can see within 30 feet of itself. The revenant knows the distance to and direction of the cursed target, even if it is on a different plane of existence. The curse ends on the target if the revenant uses this Bonus Action on a different creature.
Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Attuning to the Hand. To attune to the hand, you must press it against the stump where your left hand was
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until 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
. The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to
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
, he appears in an unoccupied space within 5 feet of his soul gem (so long as the gem still exists), using the Sammaster (Lich Form) stat block. The gem is a Tiny object that has AC 20; HP 50; and
Monsters
Quests from the Infinite Staircase
; 3–4, purple blossom; or 5–6, snapper saw. This form determines certain traits in this stat block.
False Appearance. If the horrid plant is motionless at the start of combat, it has
connect the flowers to reserves of acidic sap in the plant’s trunk. Purple blossoms squirt this sap at prey through the flowers’ pistils.
Snapper Saw
Snapper saws resemble ordinary bushes
Magic Items
Storm King's Thunder
a particular cloud castle, allowing you to control that castle’s altitude and movement while the orb is inside the castle. If the orb is destroyed or removed from its castle, the castle’s
speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its direction. If this movement brings the castle
Monsters
Spelljammer: Adventures in Space
of bone and obsidian blades, while chatkchas are usually made of sharpened bone or crystal.
A generic thri-kreen stat block appears in the Monster Manual. This section provides a few more options.Leap. The thri-kreen leaps up to 20 feet in any direction, provided its speed isn’t 0.
Monsters
Spelljammer: Adventures in Space
-kreen stat block appears in the Monster Manual. This section provides a few more options.Chameleon Carapace. The thri-kreen changes the color of its carapace to match the color and texture of its
surroundings, gaining advantage on Dexterity (Stealth) checks it makes to hide in those surroundings.
Leap. The thri-kreen leaps up to 20 feet in any direction, provided its speed isn’t 0.
Monsters
Waterdeep: Dungeon of the Mad Mage
casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
or an archway previously removed in this way.
Halaster deactivates or reactivates one of Undermountain’s magic gates. The gate must be within 120 feet of him.
Regional Effects
When Halaster
Magic Items
Icewind Dale: Rime of the Frostmaiden
within 24 hours of being caught.
11-14
Yellow with black stripes
Once removed from the hook, this awful-tasting fish can be thrown up to 120 feet, targeting a creature the thrower can see. The
wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has
Magic Items
The Wild Beyond the Witchlight
only if you can see the shadow:
You control the shadow’s movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along
air, sleep, or nourishment.
You can relinquish control of the shadow, at which point it becomes autonomous and behaves as the DM wishes. It uses the shadow stat block in the Monster Manual, but its
Monsters
The Book of Many Things
Card Sense. The riffler can smell the presence of magical cards, including Deck of Many Things;Decks of Many Things and other magical decks, within 1 mile of itself. It knows the direction to any
such cards in that range. Effects that protect a target from divination magic block this sense.
Riffling Step. The riffler can burrow through any nonmagical material that isn’t iron, shuffling the
Magic Items
Eberron: Rising from the Last War
this property, it can’t be used again until the next dawn.
Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your
you, turning your corpse into a black pudding allied with the daelkyr (see the Monster Manual for the black pudding;black pudding's stat block).
Spells
The Book of Many Things
You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the reaper spirit stat block. The spirit disappears when it is reduced to 0
target is haunted, you and the spirit sense the direction and distance to the target if it is on the same plane of existence as you. Additionally, if the target starts its turn within 10 feet of the
Monsters
The Wild Beyond the Witchlight
up to 10 feet in any direction horizontally.
Spellcasting. Endelyn casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14
of a symbolic depiction of one. See the stat block for details.
Hourglass Coven
The Hourglass Coven is a group of three hags, each one bound to an aspect of time: one reflects the past, another
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit
times. Currently, Levistus claims lordship over Stygia, but he has been trapped in an enormous block of ice at the command of Asmodeus. In response, Geryon is marshaling his followers, hoping to use this
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit
innumerable times. Currently, Levistus claims lordship over Stygia, but he has been trapped in an enormous block of ice at the command of Asmodeus. In response, Geryon is marshaling his followers, hoping to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
−5, the object is destroyed. The penalty on an object can be removed by the mending spell.
Spellcasting. Juiblex casts one of the following spells, requiring no material components and using Wisdom
the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
in area 29. A creature that enters a space of crushing gears for the first time on a turn or starts its turn there takes 27 (5d10) bludgeoning damage. Conveyors
Conveyor belts connect areas 28–area
31, allowing the steady transfer of materials between parts of the inner core. Each round on initiative count 20 (losing ties), the conveyors move anything on them 40 feet in the direction indicated on map 17.2.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30. Mummification Chamber Stone Block. In the middle of the room rests a granite block 8 feet long, 3 feet wide, and 2 feet tall.
Urns. Sixty limestone urns rest in dusty wall niches.
The dwarves
once mummified their dead atop the stone block, which has shelves built into its sides. The funeral wrappings and embalming fluids once held here have either turned to dust or been destroyed. Each
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
each hour of contact with it reduces the armor’s AC by 1, making the armor useless if its AC becomes 10. The lime can’t be removed from the stone, since it isn’t a coating. Moving the Block. After the
, exposing the seams of one of the large stone blocks from which this structure was built.
The tightly fitted stone seals off a tomb. The block is made of limestone, and the entire face of the plug is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1. Drawbridge The drawbridge is lowered when the party first arrives. It is 20 feet long, 10 feet wide, and made of sturdy oak planks. Iron chains bolted to the drawbridge connect to winch mechanisms
toward the drawbridge, as well as two sets of unusually large wolf tracks (made by the worgs in area 3) heading in the same direction.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
8. Stonecarver’s Cave Characters must scale a 10-foot-high ledge to reach this cave, regardless of the direction from which they approach. Light from a single torch reflects off gem deposits in the
using picks and similar tools. A character who spends 1 hour doing so excavates 100 gp worth of uncut gems. The cave holds 15,000 gp worth of uncut gemstones. The walls are bare once all of the gemstones are removed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
direction, you see a tiny symbol drawn on the wall in yellow chalk: a palm-sized circle with ten equidistant spokes radiating out from its circumference. The hideout of the Xanathar Guild operatives
who snatched up Floon is deep in the city’s labyrinthine sewers. At every location where characters must make a decision about which direction to go, a symbol scrawled in yellow chalk — a stylized
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that starts its turn in the fog must succeed on a DC 20 Constitution saving throw or gain one level of exhaustion (see appendix A in the Player’s Handbook). This exhaustion can’t be removed while the
creature is in the fog. No matter how far a creature travels in the fog, or in which direction it goes, it gets turned around so that it eventually finds itself back in Barovia. The area within the fog is heavily obscured (see “Vision and Light” in chapter 8 of the Player’s Handbook).
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
destroyed or removed from its castle, the castle’s altitude and location remain fixed until the orb is returned or replaced. As an action, you can cause one of the following effects to occur if you
are touching the orb: The castle moves at a speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the dial can be easily removed from its spoke inside the stone block. However, removing the dial releases a corrosive gas trapped within the block. The gas escapes through tiny holes hidden behind
rises to seal the tunnel. Any creature atop the block when it meets the ceiling must succeed on a DC 7 Dexterity saving throw to leap clear in one direction or the other. On a failed save, the creature
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features Beneath a high cavern ceiling, streets connect a number of spacious plazas where wealthy dwarven families built estates. With the aid of a captive djinni, the air cult works to
have iron hinges and swing open in one direction or the other, like normal doors. Music. Music being played in area A4 can be heard faintly in areas A1, area A6, and the southern section of A10. It’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Visibility Outdoors When traveling outdoors, characters can see about 2 miles in any direction on a clear day, or until the point where trees, hills, or other obstructions block their view. Rain
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
between those structures.
Wooden drawbridges connect the two bridges to a keep situated atop the island. The flags of Baldur’s Gate and the Flaming Fist wave proudly above this fortress.
Wyrm’s
. (Don’t roll for NPCs traveling with the party.) The character or characters with the lowest roll are targeted by a pickpocket (use the bandit stat block). Use a character’s passive Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, typically by shedding light on the suspect’s motive, means, or opportunity. Some clues connect the wrong suspect to the crime, leading the adventurers in the wrong direction. Eventually, they must find
, such as an unfinished message written in the victim’s blood, a piece of jewelry left behind by the villain, or a weapon found hidden in a suspect’s room. A clue should connect a suspect to the crime
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
character’s mark by rolling on the Marks of the Donjon table. A Mark of the Donjon lasts until removed by a Remove Curse spell or similar magic. Marks of the Donjon d6 Curse 1 The character can’t
stop shivering. 2 The character’s vision is limited to a 5-foot-wide line pointing in a single direction. 3 The character gets nauseous near windows or doorways. If the character moves through such a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, and essays written by previous students on a wide range of arcane topics. Any book in this collection that is removed from Dweomercore magically disappears and reappears back on its proper shelf
. Pneumatic Tubes The tubes connect to the students’ dormitories (areas 8 and 11). From left to right, the tubes are labeled “Turbulence” (area 8a), “Violence” (area 8b), “Karstis” (area 8c), “Yarek” (area
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
long rest taken on the plane, a visitor must make a DC 10 Wisdom saving throw. On a failed save, the creature gains one level of exhaustion, which can’t be removed while the creature remains in Hades
. If the creature reaches six levels of exhaustion, it doesn’t die. Instead, the creature permanently transforms into a larva, whereupon all levels of exhaustion afflicting the creature are removed
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Homunculus Servant (p. 62) “Prerequisite: 6th-level artificer” has been removed. The “item” entry has been changed to “A gem or crystal worth at least 100 gp”. In the third paragraph the second
sentence has been changed to read: “See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.” The fourth paragraph has been






