Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before both doesn’t con removed'.
Other Suggestions:
before both doesn con removed
before both doesn't con removed
before both doesn con remove
before both doesn't con remove
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
CON
16
+3
+3
Mod
Save
INT
16
+3
+3
WIS
16
+3
+3
CHA
16
+3
+3
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
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 of your prison. You draw no more cards.
Euryale. The card's medusa
summoner Speed 60 ft., fly 60 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)
Damage Immunities necrotic, poison
Condition
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. 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
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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cold even after the troll’s destruction. As long as the troll can’t regenerate, its heart can be safely removed from its remains, handled, and kept. An ice troll’s heart, once removed, becomes a
ability to regenerate for the next 24 hours, regaining 5 hit points at the start of each of its turns. If the creature takes acid or fire damage, this trait doesn’t function at the start of its next
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to your skin. The armor can be worn under normal clothes, but it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so. While wearing the armor, you have resistance to fire damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the
pot reappears and the ichor flows back into it. While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks. Demon Skin
Stephen Andrade Iggwilv’s Horn
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
merregon has a metal mask bolted to its head that allows it to see. The mask can’t be removed as long as the merregon is alive. Beneath it is a blank face with no eyes, mouth, or other features. Merregon
Medium fiend (devil), lawful evil
Armor Class 16 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
6 (−2)
WIS
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
about the vault’s location.) The necklace doesn’t teleport if it’s removed from the vault, so stealing it requires that it be taken from that location.
it is removed from Zorhanna’s neck, the necklace automatically teleports to a secret vault in Paliset Hall. The vault is located somewhere in Zorhanna’s bedchamber on the second floor. (Fifel is wrong
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can’t see the golems right away because the rock columns provide total cover. The golems are hostile toward any creature that doesn’t look like Halaster. A character disguised as Halaster can make a
is one of Halaster’s gates (see “Gates”). It is composed of one hundred stone jigsaw pieces, each weighing 10 pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the flesh, so while the giant isn’t burned, the armor can’t be removed once donned. When the giant dies, the armor explodes as a final gift from the All-Consuming Fire. Fire Giant of Evil Fire Huge
Giant, Typically Lawful Evil
Armor Class 18 (plate)
Hit Points 150 (12d12 + 72)
Speed 30 ft.
STR
25 (+7)
DEX
9 (−1)
CON
23 (+6)
INT
10 (+0)
WIS
19 (+4)
CHA
14 (+2
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
the flesh, so while the giant isn’t burned, the armor can’t be removed once donned. When the giant dies, the armor explodes as a final gift from the All-Consuming Fire. Fire Giant of Evil Fire Huge
Giant, Typically Lawful Evil
Armor Class 18 (plate)
Hit Points 150 (12d12 + 72)
Speed 30 ft.
STR
25 (+7)
DEX
9 (−1)
CON
23 (+6)
INT
10 (+0)
WIS
19 (+4)
CHA
14 (+2
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if
these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
on her, as she does him. Chalaska doesn’t like Nalaskur and would enjoy seeing him permanently removed. The Zhentarim could promptly replace Nalaskur, but such a replacement wouldn’t know the inn’s
mounting a supply run to Waterdeep to talk matters over with his superiors there. He needs someone to mind the inn in his absence. Nalaskur works with but doesn’t trust Chalaska Muruin, a terse, cold
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
powered, closed stasis pod for 1 minute, the creature has the unconscious condition and is in stasis. While in stasis, the creature doesn’t require air, food, or drink, and it doesn’t age. If the
creature is removed from the stasis pod or the stasis pod’s power is shut off, the creature regains consciousness after 1 minute or once it takes damage. The pods in the southwest corner were ruined when
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if
these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Construct (Warforged), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 187 (22d8 + 88)
Speed 30 ft. (50 ft. with Overdrive)
STR
20 (+5)
DEX
16 (+3)
CON
19 (+4)
INT
11 (+0
recharges.
Pack Tactics. Glaive has advantage on attack rolls if at least one ally is within 5 feet of the creature she’s attacking and the ally doesn’t have the incapacitated condition.
Actions
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
)
CON
17 (+3)
INT
16 (+3)
WIS
19 (+4)
CHA
16 (+3)
Saving Throws Wis +8, Cha +7
Skills Insight +12, Perception +8, Religion +7
Damage Immunities fire
eye socket. The gem functions as her eye and grants her truesight (included above). The gem can’t be removed while Kansaldi is alive. When she dies, a creature can remove the gem as an action. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
features of two creature types, the centaur mummy can attack nearby targets with its melee weapons while trying to use its Dreadful Glare against enemies that hold back. Undead Nature. A mummy doesn’t
require air, food, drink, or sleep. Centaur Mummy Large undead, lawful evil
Armor Class 13 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
16 (+3
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
15 (+2)
CON
20 (+5)
INT
13 (+1)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws Dex +6, Con +9, Wis +6, Cha +5
Skills Perception +10, Stealth +6
Damage Immunities
radiant
Condition Immunities blinded
Senses darkvision 120 ft., passive Perception 20
Languages Draconic
Challenge 9 (5,000 XP) Proficiency Bonus +4
Flyby. The dragon doesn’t provoke
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
doesn’t end until the circle is broken or until the target is removed from inside it. A creature under the effect of a transmutation spell is physically trapped in the circle and can’t leave on its own while the spell remains in effect.
.)
Spite Harrowdale used a true polymorph spell to turn a wyvern into a golden statue of himself. Characters who have met Spite will recognize the statue’s likeness. The statue doesn’t detect as magical, but
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
)
DEX
15 (+2)
CON
18 (+4)
INT
11 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws Dex +4, Con +6, Wis +3, Cha +2
Skills Perception +5, Stealth +4
Damage
Immunities radiant
Condition Immunities blinded
Senses darkvision 120 ft., passive Perception 15
Languages Draconic
Challenge 3 (700 XP) Proficiency Bonus +2
Flyby. The dragon doesn’t provoke
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Exhaustion level that can’t be removed while the creature is in Hades. If the creature reaches 6 Exhaustion levels, it doesn’t die. Instead, it permanently transforms into a Larva, whereupon all Exhaustion
levels afflicting the creature are removed. Hades Adventures Hades embodies despair manifested as apathy. Pure, undiluted evil is like an inescapable force of gravity, dragging all creatures down—not in
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Playing the Same Character A character who falls victim to the Void card doesn’t have to collapse into a coma; instead, they could have one chance to save themselves, with time running out. This
, the character gains 1 level of exhaustion that can’t be removed until the soul is restored. The character grows more listless and withdrawn as the exhaustion builds. Instinctive Draw The soulless
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
spell must involve a verbal, somatic, or material component. The form of a material component doesn’t matter for the purposes of perception, whether it’s an object specified in the spell’s description
, a component pouch, or a spellcasting focus. If the need for a spell’s components has been removed by a special ability, such as the sorcerer’s Subtle Spell feature or the Innate Spellcasting trait
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use
within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become partners in evil.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
where none are present. The spell doesn’t disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain
(or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Underworld Adventures All things eventually reach their end and pass into the Underworld. That doesn’t mean the heroes of Theros need to accept that fate and embrace eternity quietly, though. This
reanimates at the start of its next turn with 1 hit point per Hit Die it possesses, and it gains one level of exhaustion that can’t be removed unless the soul returns to life, at which point all
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
other debris as if it were alive
Swarm of Maggots
Medium Swarm of Tiny Beasts
Armor Class 11
Hit Points 22 (5d8)
Speed 20 ft., swim 20 ft.
STR
3 (−4)
DEX
12 (+1)
CON
until it finishes a long rest.
3–4. The creature’s hit point maximum decreases by 5 (2d4), and the reduction can’t be removed until the disease ends. The creature dies if its hit point maximum drops to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
deactivate the belt early, but doing so doesn’t recover any expended charges. When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet
your walking speed. If you are still levitating when the belt deactivates, you fall. Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
immunity to poison and psychic damage. Destroying a statue doesn’t stop sound from issuing from its location until all its rubble is removed from the area. Statue Sound Effects d8 Effect 1 One statue
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
where none are present. The spell doesn’t disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain
(or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
doesn’t disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise
impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with Truesight can see through the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
doesn’t disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise
impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with Truesight can see through the






