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Returning 35 results for 'before both defends cautious remove'.
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Magic Items
Dungeon Master’s Guide
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
An Identify spell reveals if the flask contains a
Magic Items
Dungeon Master’s Guide
you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
Iron Flask
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that
duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in
Figurine of Wondrous Power
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but
terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a lance, +1, and the other becomes a longsword, +2. Removing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to breathe, eat, or drink and doesn’t age. You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1
hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to breathe, eat, or drink and doesn’t age. You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1
hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Remove these Bastion Defenders from your Bastion’s roster. If the Bastion has zero Bastion Defenders, one of the Bastion’s special facilities (determined randomly) is damaged and forced to shut down. A
Friendly monster, such as a brass dragon or a treant. If your Bastion is attacked while this monster is your guest, it defends your Bastion, and you lose no Bastion Defenders. The monster leaves after it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to bring down that beast. Its pelt would be worth a fortune, even if it’s not real gold. A few of the more cautious types warn that the creature is clearly a blessed being and that killing it would
will do his best to reward them at the end of the journey. The story is true; several wizards in Waterdeep could remove the curse. The elf cannot pay a reward at the end, but the characters earn 500 XP
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
to bring down that beast. Its pelt would be worth a fortune, even if it’s not real gold. A few of the more cautious types warn that the creature is clearly a blessed being and that killing it would
will do his best to reward them at the end of the journey. The story is true; several wizards in Waterdeep could remove the curse. The elf cannot pay a reward at the end, but the characters earn 500
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Zumzn can remove the fruit from the skull without harming itself, or someone can free the fruit after the treant’s death. The first time a character takes a bite of the fruit, the character’s physical age
Indifferent and has cast Invisibility to observe them unseen and gauge their intent. Duban oversees the irrigation of the gardens and defends them from invaders. He opposes the characters unless he thinks
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
each. Advice from the Spirits Any characters inhabited by the spirits of Obo’laka or Papazotl receive advice when entering this area: Cautious Obo’laka advises her host to not disturb the throne or pick
nothing. The curse ends if the berserk creature drops to 0 hit points, or if a greater restoration or remove curse spell is cast on it. When the curse ends, the temporary hit points granted by it
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
a harness. As a Utilize action, a creature can make a DC 11 Strength (Athletics) check to remove the harness, safely doing so without falling on a successful check. When a creature without a harness
skilled airship pilot, but he was cautious to a fault—a trait that played a large role in his demise. Instead of dying a noble death in battle, he fell overboard during a skirmish and into the ship’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each
(harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature’s statistics, except for the giant fly. The creature exists for a duration
goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a lance, +1, and the other becomes a longsword, +2. Removing a horn requires an action, and the weapons
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature’s statistics, except for the giant fly. The creature exists for a duration
again until 30 days have passed. The goat of terror becomes a giant goat for up to 3 hours. The goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a lance, +1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each
:
Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can’t attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Feywild explorer is that most fey contracts can be broken with a remove curse spell or similar magic. Only the most powerful fey contracts are hard to break—ones woven by ancient hags, the queens of the
indebted to look to the killer to make good on the creature’s unfulfilled debts. Fey are understandably cautious when collecting debts from a person who is prone to violence. They usually make their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Such clerics carry a staff, but they are forbidden from wearing armor or using weapons other than that staff. To reflect this, you could remove the armor and weapon proficiencies for clerics of this
their masters, drawn from the sorcerer or wizard lists. Suddenly, the paladin feels like a different class. Be cautious when changing the warlock spell list. Since warlocks regain their spell slots
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
) A morose, rail-thin figure, Rennick is cautious and wise beyond their years. They respect their fellow wereravens but are deeply mistrustful of others. Rennick frightens away unwanted visitors by
restoration spell, a remove curse spell, or any other magic that ends a curse, that character is no longer afflicted with wereraven lycanthropy but can choose to remain a member of the Scarlet Sash.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
whatever is hiding under the black drape, with no warning or negotiation. Cautious Obo’laka thinks a beholder is hidden under the black drape and urges her host to flee at once. When he becomes aware
information. The iron sphere is hollow and immobile, and it remains inert while the drape covers it. Belchorzh can use its telekinetic eye ray to remove the drape at any time, revealing the sphere and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
defends the modrons. Civil but unhelpful, Qaara wants to find out why the alarm was triggered, then return to the Astral Plane. She has no interest in the characters’ quest or the dragon’s claim to the
, chisel, or similar tool to remove the gold inlay from the geometric engravings. Only a few worthless bits of gold remain. A thorough search of the furnishings in the eastern room yields nothing of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Obviator I adjust the odds and remove obstacles to create maximum convenience for our franchise. — Obviator creed Obstacles abound along the path to riches. A franchise’s mission success might
. Obviators are cautious because they know precisely how dangerous any moment can be — and they are dangerous for the same reason. An obviator is like a lethal walking library. And if you were to face
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
1 minute trying to remove the padlock, doing so with a successful DC 15 Dexterity check. Attempting this check without first melting the ice in and around the padlock imposes disadvantage on the roll
ghost can tell that it’s weeping silently as it “writes.” This giant is doomed to spend eternity penning a farewell letter to its long-dead lover. The ghost defends itself if attacked but otherwise
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
, and immunity to poison and psychic damage. Casting remove curse on the stele or destroying the stele frees the soul trapped inside, which manifests as a specter. For 1 minute, the specter is friendly
toward its liberator and obeys their commands. In the absence of any commands, or if given a command that’s likely to result in its destruction, the specter defends itself but otherwise takes no
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Underdark and brought it back here. If the characters challenge the duergar, the two enlarged ones remove the sack covering the umber hulk’s head and release the creature, after which all four
alerts the guards atop the watchtowers in the forge (areas X24–X26). Enlarged to ogre size, Xardorok Sunblight defends his forge X24–X26. Forge Smoke fills this warm cavern, which has a ceiling that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
move out of sight of the fresco and defends it to the death. If forcibly moved away from the fresco, the creature tries to find its way back. The creature can’t rest while under this effect. After 24
attacks only in defense of itself, the staff, or the gold. The only individuals authorized to remove the gold under Aurinax’s watch are Dagult Neverember and his appointed vassals, none of whom are
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
missions to remove the wickedest mages from power and help the oppressed. Reasons to Visit. Adventurers might visit the warehouse for one of the following reasons: Free Warriors. Adventurers who are
resources or governing tribunals. Adventurers looking to sway the city’s legal authority might approach Derathar, but they would do well to be cautious of her famously short temper and long memory
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
skeleton’s ribs. The characters can remove the statuary if they want. The statues weigh 700 pounds each. The mariners’ guild charges a stiff fee for transporting them, and the characters soon
stacked neatly in the corner.
The four disciples make this room their home. A single cultist is here most of the time, scribing a scroll. Overly cautious, the disciples dare not heat the room for fear
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
cautious of outsiders but gullible, and they resent Ruxithid for putting them on guard duty. A character can convince the goblins to open the door with either a successful DC 15 Charisma (Deception or
footsteps right outside the door. A character must succeed on a DC 12 Strength (Athletics) check to remove the barricade.The three figures are feral ashenwights (see appendix A), undead spirits who perished
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
encounter in area S30 proceeds here. The robot defends itself if attacked. Bones. The floor beneath the cloaker is covered with bits of rags, the bones of former crew members and various pests, and the
cautions the character against participating in activities harmful to their well-being—such as adventuring or drinking. The android defends itself if necessary and responds only to health-related
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
slaad keeps it, turns invisible, remains in this room, and defends itself if attacked. It can be harmed by the dancing statues. Zybilna pressed the slaad into service, and it does her bidding if she’s
effect on it. If the characters remove a book from the shelves, they see that the cover, like the spine, has no title. Opening any of the books reveals that its pages are blank apart from the first page
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Ancestry trait automatically succeed on the saving throw. An affected creature resists any attempt to forcibly remove it from the garden. If the creature is removed from the garden, it is overcome with
characters. If the characters attack the Gardener, the archfey defends themself, all the while admonishing the characters for their rudeness and offering several chances to have a more polite discussion
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
on the spider, giving it an Intelligence of 10 and the ability to speak Elvish. Of the two, the spider knows the library better and is more adept at locating rare tomes. The spider defends Shon if
, remove curse, shield, suggestion, and Tasha’s hideous laughter. Unicorn Horn. If the Story Tracker indicates that the unicorn horn is here, Shon has it. He doesn’t want Kelek to get his hands on the






