Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 11 results for 'before buzzing devising candle remove'.
Other Suggestions:
before burning defusing canine remove
before burning devising candle remove
before burning devising castle remove
before blazing defusing canine remove
before butting defusing canine remove
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
skeleton embedded in the opposite wall holds an iron sconce with a burning red candle in it.
The skeleton is all that remains of a dead Omuan engineer. As long as the candle remains in this cell, it
character comes within 1 foot of the candle or removes it from the sconce. The lava rains down and magically drains away through the holes in the floor. Each creature in the cell when the lava begins to fall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sarcophagus draped in cobwebs. Its lid is carved to resemble a giant bat with folded wings. (The sarcophagus contains a vampire.) Floating above the vessel is a magic rune that glows as bright as a candle
when the vampire is destroyed. Only a wish spell or a deity can remove a death mark otherwise. The sarcophagus at the bottom of the pit is a 2,000-pound chunk of hollowed-out alabaster. Zorak
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
intruders as described in the “Beholder Tactics” section below. The hall contains one hundred lit candles. While the candles remain inside this vault, they burn indefinitely. If a candle is taken from the
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->Acquisitions Incorporated
automatically opens the door inward into area 1. It also activates the creatures in area 2. 2. Incomplete Circuits As the door opens toward you, a buzzing sound rises from beyond a dusty corridor ahead. At the
replica duodrones, activated by the door opening, are tasked with maintaining circuits in this room, which have become badly corroded over time. Their second task is to remove intruders who attack them
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
rushing water is loud in the confined space.
Characters using darkvision or a light source brighter than a candle can see more walkways attached to the northwest side of the shaft 30 feet farther down
using darkvision or a light source brighter than a candle can see, if they look up, the underside of the walkway in area M5 (on level 1). If the characters failed to notice the two kobolds clinging to
Magic Items
Infernal Machine Rebuild
make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM’s devising.
05
You emanate a weak magnetic aura
with an unpleasant buzzing that imposes disadvantage on Intelligence checks and saving throws.
34
All creatures you speak with automatically believe your words, as if you have succeeded on a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
next to a jar of black ink.
Magic causes each candle to float 1d4 + 3 feet above the floor. Casting dispel magic on a candle or removing a candle from the library automatically ends the levitation
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->Planescape: Adventures in the Multiverse->Sigil and the Outlands
-reaching schemes. Dragon Bar. Like moths to a candle, risk takers gravitate to the buzzing marquee of Fortune’s Wheel. The polished revolving door of this recently renovated building opens into the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, research and remove complex curses, and comfort those who have glimpsed otherworldly horrors of sinister realms. Althax Darkfleece (bariaur wanderer with an Intelligence of 17; see Morte’s Planar
buzzing insects. They wheel wagonfuls of bodies to Death’s Door, a metal chute supervised by joyless undertakers, who pay collectors a pittance for each corpse they round up. The Mortuary’s uninviting halls
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
liquid comes from inside it. The connecting pipes hold the keg in place, preventing it from being detached. The characters can remove a wide metallic bung on the keg’s top with a successful DC 15
goblins are chained here, taken prisoner during the course of several skirmishes. Every so often, the kobolds remove a goblin from the room and ransom it back to the goblins (for a price of 2d10 sp
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
protection from poison or lesser restoration, can remove the poison from the empyrean’s system. Otherwise, he recovers naturally in 12 hours. If awakened, he helps any party destroy the inhabitants of
are made of bronze that is green with age, and each branch holds a fat black candle that burns with a flame of leaping lavender and deep glowing purple but never grows shorter. The third tier is dull






