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Returning 35 results for 'before bow defeating covers remove'.
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Monsters
Monster Manual
against spells and other magical effects.Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.
Flying Sword. Melee or Ranged Attack Roll: +15
magically returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet
Magic Items
Dungeon Master’s Guide
to a treacherous former servant of the lich Vecna the Archlich;Vecna. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each
again until the next dawn.
Only you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased.
Vecna watches anyone using this tome and can write cryptic messages in it. These messages typically fade away after they are read.
Monsters
Acquisitions Incorporated
Mechachimera. In addition to defeating the construct in combat, characters can pull out its charged disks to hinder its attacks. With a successful DC 12 Wisdom (Perception) check, any character
Hand) check can remove a disk, causing one head to power down and preventing it from making attacks. If the dragon head is disabled, the creature loses its Fire Breath. If the goat head is disabled
Monsters
Icewind Dale: Rime of the Frostmaiden
of a beast.
Spellbook. Vellynne’s spellbook has black leather covers around pages of ragged parchment, all wrapped in a crimson sash. The necromancer’s personal sigil is written in goat
’s blood on the title page. The tome contains the spells Vellynne has prepared plus the following additional spells: bestow curse, blindness/deafness, false life, find familiar, magic weapon, polymorph, protection from evil and good, remove curse, shield, and Tenser's floating disk.
Bugbear
Legacy
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Species
Volo's Guide to Monsters
remove opposition or exile weaker or unpopular members to keep the rest of the gang strong. Fortunately for the race as a whole, even young and elderly bugbears have the ability to survive alone in the
acts for bugbears. Garroting an unsuspecting creature and defeating foes in open battle are seen as acts of worship, in the same way that dwarves consider metalsmithing to be sacred to Moradin.
The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
for defeating the aboleth and ask the characters to return the tomes to their rightful owners, the people of Djaynai. They don’t elaborate on what group that might mean and know nothing of Janya. If
the characters agree to return the tomes, the two haints invite the characters to bow deeply to the throne in area T4 to honor the ancestors who once sat upon it. If the characters do so, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank
remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased. Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
first creature that passes underneath. A patch of yellow mold (see chapter 5 of the Dungeon Master’s Guide) covers the skeletal corpse. If a creature touches the mold, it ejects a cloud of deadly spores
of his demonic mistress. Instead, it led to his sudden and horrific death. Xopal (area 14) occasionally ventures into the cavern to harvest poisonous toadstools from his corpse. To remove the brass key
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
one is the original. The tongue on the first Tome of the Stilled Tongue belonged to a treacherous former servant of the lich Vecna. The tongues pinned to the covers of the four copies came from other
. Once used, this property of the tome can’t be used again until the next dawn. Only you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, includes a magnificent stag (use elk statistics) that shimmers in the light as if its coat is spun from gold and its antlers plated with platinum. Nearly everyone in the caravan who can handle a bow wants
river of gold until they reach the castle in the sky. Sadly, their path will be filled with hardship and blood. To aid them, it offers the character a +1 longbow. The bow appears on the ground before
Compendium
- Sources->Dungeons & Dragons->Monster Manual
a use of Slaying Bow.
Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically
returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet. Failure
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, includes a magnificent stag (use elk statistics) that shimmers in the light as if its coat is spun from gold and its antlers plated with platinum. Nearly everyone in the caravan who can handle a bow wants
river of gold until they reach the castle in the sky. Sadly, their path will be filled with hardship and blood. To aid them, it offers the character a +1 longbow. The bow appears on the ground before
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
through the room before streaming down the stairs to the south.
An ornate, square rug covers the floor to the south. Set into the west wall is an ironbound wooden door with a wooden trapdoor set
frame is bolted to the wall and can’t be removed without destroying it. If the characters attack the rug or the picture, or if they attempt to remove either item, the guardian portrait (see appendix D) attacks.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target. Bow of
Conflagration Weapon (Any Bow), Rare (Requires Attunement) Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
fight with them. Combat here draws reinforcements from area 2. Snake Pits Beyond the main gate are three pits covered with iron grates. When enemies attack, the broodguards remove the grated covers
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the adventurer tried to remove from the chest. Written in flowing script, the letter reads as follows: My most pathetic servant,
I am not a messiah sent to you by the Dark Powers of this land. I
Treasure The chest contains three blank books with black leather covers (worth 25 gp each), three spell scrolls (bless, protection from poison, and spiritual weapon), the deed to the house, the deed
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
flying rocking horse, modify the following boxed text to remove all mention of the horse: Creaking softly, a rocking horse moves back and forth near the door. Peeling paint covers its limbs, and its
his Healing Touch action to treat a character’s wounds and remove any poisons or diseases afflicting that character. Once a day, he can teleport himself and up to three willing party members to any
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to spawn more gnolls. In this manner, gnolls replenish their ranks before wandering off in ragged bands to continue their rampage. Kill from a Distance Almost every gnoll carries a bow scavenged from
bow shot becomes easy prey for any gnolls near it. Some particularly clever gnolls have been known to use burning arrows to spark fires, cutting off their prey’s escape routes and driving victims into
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Use the map to determine how long the sea voyage takes, depending on where the adventurers begin the trip and figuring that the ship covers about 1½ hexes per day. Near the end of the trip, as the
, aiming for the shore of the lake. This stage covers about 180 miles through the dense forest. Each day of the journey, roll once on the following table to determine what the characters encounter on
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
capability. The goal of the adventure is to remove the psychic lock, which might take the form of a complex trap or maze in the dream. The actual objective of the adventure lies in Dal Quor. The
back to the Material Plane when the characters awaken. 3 Rescue a character who is suffering from debilitating recurring nightmares by defeating the quori inhabiting the character’s mind. 4 Stop the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
saving throws against spells and other magical effects.
Actions
Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.
Flying Sword. Melee or
feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet. Failure: If the creature has 100 Hit Points or fewer
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
them capable of defeating Xabazhut and Ozzadraz. If the characters convince Duban of their strength, whether through combat or conversation, Duban enchants one of their weapons with a Charm of the Slayer
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
decrease by 1. This toll is magically extracted immediately, and manifests as another of the sphinx’s mechanical Ioun stone-like devices. This curse can be removed only by a remove curse spell cast by an
18th-level spellcaster, by defeating the enhanced sphinx in combat, or through mechanisms found in Kwalish’s lab in Daoine Gloine (see area O7). Dock. Created by Kwalish, this structure is built so
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
by a remove curse spell cast by an 18th-level spellcaster, by defeating Kwalish and reversing the process using his machines, or by completing a separate task for the inventor. Just a Bit of Trouble
measures to advance his research. Sphinx’s Curse If the characters engage Kwalish successfully, or as an added reward if they rescue him, the inventor can use his skill to remove the curse imposed by the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
with a successful DC 12 Wisdom (Perception) check and can use an action to try to remove it, doing so with a successful DC 10 Dexterity check. On a check that fails by 5 or more or if a character opens
decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by a remove
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can be found are contained in Arcturia’s personal spellbook, which magically changes its appearance each dawn. When first discovered, it has black crystal covers and gold-leaf pages engraved with
phylactery. The phylactery does not detect as magical. If the characters remove the phylactery from this room, the demonic pedestal in area 40b transforms into a nalfeshnee and attacks them. Destroying
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
order. A 10-foot-square slab of 2-inch-thick stone covers each pit. Each cover is carved to resemble the floor surrounding the pit. A character who has a passive Wisdom (Perception) score of 17 or
. The play-by-play can be silenced for good by destroying the source in area 30b or by defeating the death tyrant Netherskull. Improvise the play-by-play as you see fit. The commentary tends to be
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of beautiful music—a melody so enchanting that it adds a bit of much-needed warmth to the otherwise freezing room. A black shroud covers a humanoid shape lying on a wooden table. The music does
sits on the edge of the cot with a viol between its legs. With a crustacean, clawlike appendage, it grasps the neck of the instrument while running a bow gently across its strings with its human hand
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
githzerai zerth with 32 hit points remaining, is imprisoned here. He lost his left eye years ago in a brawl with a blue slaad. An eye patch covers the loss but does little to hide the nasty scar across his
out the illithid colony. (As a party member, he’s entitled to a full share of XP for defeating monsters.) At the very least, if the characters help Ezria escape, he asks to stay with them until they
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with a remove curse spell or similar magic, the afflicted creature has vulnerability to cold damage. This curse negates any resistance or immunity to cold damage the creature might otherwise possess. 4B
covers it. Once she swims to the surface of the lagoon, she takes flight and looks for a place to roost, such as a greatship or the top of the iceberg. Even if her eggs are destroyed, she won’t leave
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the pile find a suit of +2 studded leather armor, a +2 shortsword, and a bag of holding containing two spell scrolls (remove curse and spider climb), 40 days of rations, and 320 sp. The drow spore
creature XP for this encounter, the characters earn a special award of 1,000 XP (divided equally among all party members) for defeating Yestabrod and its minions.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Bones. Cat bones cover the floor.
Iron Lids. Leaning against the north wall are a pair of 25-pound, circular iron lids (covers for the braziers in area 23a).
Bed. Mummified cats hang from a decrepit
with pins or needles, the student it represents is blinded until the pins or needles are removed, or until a remove curse spell or similar magic is cast on that student. If the doll is stabbed through
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it. (If multiple targets are equally close, the target is determined randomly.) Greater restoration, remove curse, or similar magic ends the blood lust on a creature. A creature that succeeds on its
in area 8b.) 8b. Behind the Secret Door Fog. A 2-foot-high blanket of fog covers the floor. Hidden under the fog in the northern alcove is a treasure pile (see “Treasure” below).
Standing Stones
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
packed with leather-bound tomes, this room now lies in shambles. Ankle-deep rubbish covers the floor, the remains of the room’s former furnishings. The homunculus (see “Maddgoth’s Homunculus”) stands amid
liquid and remove a helm from inside it. The helm belongs to Maddgoth. Fashioned from mithral, it has blade-like fins. If the mirror is smashed while the helm is inside it, the helm is lost forever
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the cavern in Common, the tentacles disappear, and the trap can’t trigger again for 1 hour. 8d. Golden Haungharassk Slime. A thin layer of slime covers the walls and floor of this 20-foot-high cavern
for 24 hours. Any creature or object that touches the living snail also gains the benefit of a remove curse spell. The snail loses these magical properties if it dies. The characters can lead






