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Returning 35 results for 'before broken dwelling contain removed'.
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Spells
Player’s Handbook
You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you
cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
Magnificent Mansion
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and
any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While
Mordenkainen's Magnificent Mansion
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and
any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While
Flesh to Stone
Legacy
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Spells
Basic Rules (2014)
and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if
it reverts to its original state.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
Monsters
Lost Laboratory of Kwalish
of a Vorpal Sword. Shards of a vorpal sword once broken against the devil replace its claws. A successful DC 12 Intelligence (Arcana) or Wisdom (Perception) check identifies them as such. When the
decide that the target is too large for its head to be cut off by the devil’s claws. If removed, the shards lose their magical powers.
Local Teleportation-Field Bracelets. Local teleportation
Monsters
Strixhaven: A Curriculum of Chaos
creature it touches throughout the ritual. The creature becomes bound by the pact until it dies, the titan dies, or the pact is broken by a wish spell.
The titan chooses one spell from the
creature dies if this effect reduces its hit point maximum to 0. The blessing can be removed only by a wish spell.Psychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
everlasting guardian.
The ritual to create a wood woad is a primeval secret passed down through generations of forest-dwelling societies and druid circles. Performing the ritual isn’t necessarily an
evil act if the victim-to-be is a willing sacrifice.
In the ritual, a living person’s chest is pierced and the heart removed. A seed is pushed into the heart, which is then placed in a tree
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and to punish any party who breaks them. A marut resorts to lethal force only if a contract calls for it, if the contract is fully broken, or if the marut is attacked.
Inevitables care nothing for
the spirit of an agreement, only the letter. A marut enforces what is written, not what was meant by or supposed to be understood from the writing. The Kolyarut rejects contracts that contain vague
Monsters
Waterdeep: Dungeon of the Mad Mage
to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy lord targets one creature it can see within 60
, or its concentration is broken (as if concentrating on a spell). Any equipment the mummy lord wears or carries is invisible with it.The mummy lord can take 3 legendary actions, choosing from the
Magic Items
Lost Laboratory of Kwalish
the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties
object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is
Imprisonment
Legacy
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Spells
Basic Rules (2014)
spell, you choose one of the following forms of imprisonment.
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing
other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special
Monsters
Van Richten’s Guide to Ravenloft
’s lycanthropy becomes a werewolf. This form of lycanthropy can’t be removed while the loup garou that inflicted the curse lives. See the Monster Manual for details on lycanthropy.
Once a loup
broken, and the target returns to its normal form and gains 3 levels of exhaustion. On a failure, the curse remains, and the target automatically fails any saving throw made to break this curse for 1
Kobold
Legacy
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Species
Volo's Guide to Monsters
earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
Magic Items
Princes of the Apocalypse
. Reducing it to 0 hit points causes it to explode instantly.
A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols
of the orb’s opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums
Magic Items
Tasha’s Cauldron of Everything
than 3 magic items, you gain 1 level of exhaustion that can’t be removed until you are attuned to three or more magic items.
14
The Claws of Dragotha (broken translucent fang)
1 adult red
’t be removed while you are attuned to the teeth, and you can’t voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the
Monsters
Storm King's Thunder
contain numerous caves, two of them large enough for Klauth to shelter in. He keeps his legendary hoard in tunnels beneath one cavern, which can be entered only by lifting or pushing aside a massive slab of
kindness for creatures he doesn’t think can harm him.A Red Dragon’s Lair
Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
character gains 3 levels of exhaustion that can’t be removed until the curse ends. Resolution. The curse lasts until the character upholds the broken oath. That might require the character to wait until the circumstances arise again or, more questionably, to engineer the circumstances.
Broken Vow A character breaks a solemn vow. The consequences stem from the powers that observed the oath’s swearing. Pronouncement. Whatever vow the character made, it came with an implied warning
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
S2. Courtyard The orcs and ogres camp in this grassy courtyard, which is littered with bones, broken weapons, and shattered armor from past battles. The courtyard has four quadrants. The ogres claim
the southeast quadrant, while the orcs claim the remaining quadrants. See the Enemy Roster table for the number of orcs and ogres present. The courtyard’s northwest and northeast quadrants contain rotted wooden troughs and posts that were once used to feed, water, and tether horses.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
location might be dangerous. Although Dean Tullus didn’t run into any problems there, it’s likely that Murgaxor led her to the orb and removed any threats that might impede his plan to manipulate her
. Indeed, the Fortress Badlands have become a haven for acolytes of Murgaxor’s teachings and their thralls. As the faculty suspects, the badlands contain information that can lead the characters to Murgaxor’s location. However, the party must first bypass or defeat the current residents.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
silver spoon, each item worth at least 5 gp) Duration: 24 hours You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The
entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spans the chasm (see area 16).
Debris. What’s left of the floor is strewn with broken, corroded fragments of dwarf-sized chain mail and plate armor.
Arch. Embedded in the middle of the south wall
pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
contain bunks, trunks for belongings, and wooden floors covered with rushes. None of the rooms have locks on their doors except Bog Luck’s. If asked about locks, Bog Luck explains that they kept freezing
in cold weather so people couldn’t get into or out of their rooms. This excuse is credible; the upper room doors, in particular, often are coated with ice in the morning. In fact, Bog Luck removed the locks to strengthen his excuse for locking the strong room.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
contain bunks, trunks for belongings, and wooden floors covered with rushes. None of the rooms have locks on their doors except Bog Luck’s. If asked about locks, Bog Luck explains that they kept freezing
in cold weather so people couldn’t get into or out of their rooms. This excuse is credible; the upper room doors, in particular, often are coated with ice in the morning. In fact, Bog Luck removed the locks to strengthen his excuse for locking the strong room.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
sarcophagi are closed and contain inanimate human bones. The third is open, its lid lying broken on the floor behind it. This sarcophagus, which once held the corpse of Drovath Harrn, now appears to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
strands are without lanterns.
Furnishings. Strewn about the room are the trappings of a parlor: shattered crystal dishware, broken ornaments, divans, footstools, end tables, and lanterns torn from
the rafters. All the objects are carved with web patterns or shaped in the likeness of spiders.
Floor. The black marble floor has silver, web-like veins running through it.
The entire room is dimly lit by the lanterns. A spider lantern’s light goes out if it’s removed from this room.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Giant Spider Den Giant spiders make their home here despite countless attempts by adventurers to get rid of them. 19a. Arachnid Down Clutter. Narrow paths wind between scattered piles of broken
chandelier is a dead giant spider.
19b. Old Bedchamber Dead Spider. A dead giant spider, its body shot full of arrows and scorched by fire, lies next to a broken wooden bed against the east wall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entrance The tunnel from level 20 leads to a featureless, 20-foot-high cavern with four tunnel exits, two of which contain iron tracks. An empty mine cart rests at the end of the northern track
zurkhwood blocks attached to one another by a length of rope. If its chocks are removed, a cart begins to roll. Its initial speed of 10 feet increases by 10 feet every round until it comes to the end of its
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Ravine The Old Road passes to the east of a narrow ravine. At the road’s closest approach to the cleft, several broken pillars jut from the earth where the ravine widens. Two of the pillars stand
straight, but most lean atop sloped earth. Others are broken, and several have apparently fallen into the dark depths. A few similar pillars are visible on the opposite side of the ravine.
A sturdy
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and the wailing of things that should not be. The rabbits and the scarecrows are harmless. The gardens contain a meager assortment of root vegetables and squash. The door leading to area S15 isn’t
locked. Fortunes of Ravenloft If your card reading reveals that a treasure is here, the item is hidden in the straw-filled gullet of the southernmost scarecrow. If the treasure is removed from the scarecrow, seven wights erupt from the gardens and attack. They wear tattered livery of Strahd’s house.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
from the floor. (Any items that Halaster removed from the mine carts in level 15, area 1, lie on the floor inside the dome. The dome appears to contain nothing else.)
The dotted circle on map 23
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
breeze whenever a page is turned. Most important, when the book is first opened, it reveals the creature trapped inside it: a djinni named Gazre-Azam. The first ten pages of the book contain various notes
servitude to Zikran. The last ninety pages of the book are blank, and a character who succeeds on a DC 15 Intelligence (Arcana) check can figure out that this volume used to serve as a wizard’s spellbook. At some point, the spells were removed in such a way as to leave the pages blank.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall above the arch are the following words in Draconic: “Only a dragon can unlock this gate.”
Fountains. Alcoves to the west and east contain stone fountains, each carved to look like a perched
their survival. A fountain’s 4-foot-tall dragon sculpture can be broken off with a successful DC 20 Strength (Athletics) check and used to activate the arch gate in this room. Each sculpture is a Small
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Beyond that, a bag might contain anything: tools, mementos, items for trade, or merely curios the giant wanted to bring along. Some possible contents are: A live pig Three bear skins Longsword
wrapped in a blood-caked cloak (used as a knife) Keg of ale Caged halfling (for amusement) Chest full of broken window glass Human’s backpack filled with coins Skull of an owlbear Large bundle of dry wood






