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Returning 30 results for 'before both direction caution removes'.
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Sibriex
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any
successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All
cast on a specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Vegetation withers in the aura, and the ground in the aura is difficult terrain for other creatures. Any creature
successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to gain another level of exhaustion. Once the target reaches
Monsters
Fizban's Treasury of Dragons
been known to throw caution to the wind when in pursuit of new items for my hoard.
3
No matter how old I get, I always delight in harmless pranks and tricks.
4
I’ve always been mature
. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement.
If the dragon dies, any portals near the lair close immediately.
Monsters
Fizban's Treasury of Dragons
caution to the wind when in pursuit of new items for my hoard.
3
No matter how old I get, I always delight in harmless pranks and tricks.
4
I’ve always been mature for my age, and I can
within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement.
If the dragon dies, any portals near the lair close immediately.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
exhaustion. 5 Temporary. The portal allows only 1d6 + 6 travelers to pass through in either direction, then vanishes. 6 Tumbling Lock. Every time the portal is opened, it requires a different portal key
. CoupleOfKooks “WARNING: Based on publicly available municipal data, the portal in front of which you are standing leads to a vertical drop of approximately –calibrating... calibrating...– two hundred feet. Proceed with caution.”
–A mimir to a planar traveler
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either
spin a different direction from its dancing legs. I’d like to vivisect one at some point to find out how this can be. Dhergoloth
Medium fiend (yugoloth), neutral evil
Armor Class 15 (natural armor
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however
its torso can spin a different direction from its dancing legs.
I’d like to vivisect one at some point to find out how this can be.
—Mordenkainen
Dhergoloth
Medium Fiend (Yugoloth), Typically
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Mad Golem’s Lair Characters who approach this cavern from any direction hear stone smashing against stone. The cavern has a peaked roof 50 feet high and the following features: Construct. A
pieces and can’t be saved. As the characters observe it for the first time, the mad golem removes the Runestone fragment from the pulverized remains of its latest victim and swallows it, then begins
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going
in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going
in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(Arcana) check recognize the frothing pillars as water elementals. Characters risk provoking the Elementals if they’re noisy or approach without caution. Characters who approach carefully and succeed on a
direction except for a haunted area called the Forest of Hands. The Forest of Hands occupies much of the same land as the vanished Adirohit River and the disappeared city of Manivarsha. The magic
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
are a typical adventuring party, they charge in without a plan. However, they might favor caution and knowledge over brute force. A more cautious party can better catch the lizards unaware and might
tribe has rested, to leave the cooked human here, and take the traveling village in a different direction to keep the tribe safe from the rot trolls. This could give the party some information on a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
lair are difficult for characters of lower than 5th level to overcome. You can gently steer characters in a different direction, drop hints that urge them to use extreme caution, or make deadly
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer
to prevent it. 6 It is my duty to provide children to sustain my tribe. d6 Flaw 1 I am too enamored of ale, wine, and other intoxicants. 2 There’s no room for caution in a life lived to the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Returned, someone who has died and come back from the Underworld. A character who removes the victim’s mask finds no face beneath it—only blank gray flesh over a black-lipped mouth—and dozens of lines of
, read the following text: The sound of racing hooves rises like rolling thunder from the direction the fallen rider emerged. Two more riders round the bend, both wearing dark tunics. The fading light
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
.
Challenge 18 (20,000 XP)
Contamination. This sibriex emits an aura of corruption 30 feet in every direction. Plants that aren’t creatures wither in the aura, and the ground in it is difficult terrain for
at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Languages all, telepathy 120 ft.
Challenge 18 (20,000 XP) Proficiency Bonus +6
Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Vegetation withers in the aura, and the
exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, telepathy 120 ft.
Challenge 18 (20,000 XP)
Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren’t creatures wither in the aura, and the ground in it is
repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes
compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
).
Challenge Rating When putting together an encounter or adventure, especially at lower levels, exercise caution when using monsters whose challenge rating is higher than the party’s average level. Such a
benefit or drawback pushes the encounter one step in the appropriate direction. If the characters have both a benefit and a drawback, the two cancel each other out.
Situational drawbacks include the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
throughout the ruin are covered in clear footprints of booted Dragon Army soldiers, captives wearing foot-wrappings, draconian claws, and slaadi claws. They go in every direction and don’t suggest
scared but unharmed. Once she confirms the characters aren’t monsters, she removes the barricade and shares the following facts: When Yearkal was captured and brought here, the Dragon Army made her join
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
and appreciate her neighbors. The first time anyone other than Nakari removes an item from the “keep” or “trade” pile, the copper scales on the floor suddenly swirl through the air, slashing creatures
in this cave. They are desperate to avoid the unwelcome attention of Lashlo, the djinni in area N10, and try to remain as silent as possible. Development. The galeb duhr’s caution is unwarranted
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
this world and the faerie realm of the Feywild is thought to be weak on this day. Though this phenomenon provokes caution in rural areas (with folk avoiding woodlands, putting offerings of food on
celebrants fed throughout the long night and into morning of the next day. If you have no particular star of your own, you’ll find many vendors of star maps willing to divine which is yours — based upon your place and date of birth — and to point you in the right direction for a shard or two.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, useful contacts, and potential hirelings to be found anywhere. Others caution that the city houses a veritable army of potential enemies for those who aren’t careful — and everyone agrees that its wide
well as an old witch (use the druid statistics) who is skilled at making herbal remedies and poultices. Lord Zymorven’s duty is to be vigilant and watch for trouble, which could come from any direction
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
monodrones activate, so does the buzz saw of doom. On initiative count 0, the buzz saw moves up to 20 feet in a random direction on rollers, then makes a melee attack against a random creature within 5
chains that restrain it. One locked chain secures each of the modron’s five arms. A successful DC 13 Dexterity check using thieves’ tools opens one lock and removes the attached chain. The chains can
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Blossom ever since. Thunderwing has no sense of direction and no sense of time. Any questions relating to such topics just confuse her. The first character who touches Thunderwing experiences an image
.) Targeting the behir with magic that removes a disease kills off its blood parasites. Fog. The fog is confined to this chamber and covers the floor here to a depth of 2 feet. Any creature or object
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Treasure. Inside the toy chest is a doll that resembles a tall, pale human with black hair and a pronounced widow’s peak. Something papery rattles inside the doll’s hollow body. A character who removes the
impossible to determine which direction the sound is coming from until the characters reach areas D26 or D29. They can’t discern its words until they reach area D35. D23c–D23f: Family Crypts Each crypt is
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
to 20 feet in a direction of its choice. N3: Flooded Tunnel The water filling this tunnel is 3 feet deep; without the use of a skiff or other water vehicle, the water counts as difficult terrain for
gives the shield to the characters and removes the curse, transforming the shield into a +1 Shield. Secret Passage. A character who searches the tomb for secret doors and succeeds on a DC 14 Wisdom
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
extended. This last document is a request from the lizardfolk for more weapons. You should exercise caution here in not making the document too explicit — the lizardfolk would not want the document to
Mate’s Cabin This cabin occupies half the stern section on this deck, with one bulkhead running along the centerline of the ship. Along this bulkhead, leading up in the direction of the bow, is an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
quite a while, and rats have gnawed at them. The bodies have been looted. If someone removes the spear pinning the goblin to the wall, the body slumps to reveal Draconic runes on the wall behind it
the east side of this room, revealing a tunnel. The passage is unworked, and it fluctuates widely in width, height, and direction as natural tunnels do. Within the room, hunting gear is racked on the






