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Returning 35 results for 'behaves blinked diffusing calling release'.
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Magic Items
Dungeon Master’s Guide
regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if
you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next
Pipes of the Sewers
Legacy
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Magic Items
Basic Rules (2014)
unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended
another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one
30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
against the goblin’s passive Wisdom (Perception) score to creep by without being noticed. If the goblin spots the adventurers, it signals the goblins in area 7 to release a flood (see the “Flood!” section
). Those who succeed hold onto the bridge and must climb it to safety. Flood! The large pools in area 7 have collapsible walls that can be yanked out of place to release a surge of water down the main
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
described in area 5a. If the party doesn’t release him, he breaks free himself after an hour. Dranzorg torments the party and rampages through the house, calling for Mara to face him. Once freed, he
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
against the goblin’s passive Wisdom (Perception) score to creep by without being noticed. If the goblin spots the adventurers, it signals the goblins in area 7 to release a flood (see the “Flood!” section
). Those who succeed hold onto the bridge and must climb it to safety. Flood! The large pools in area 7 have collapsible walls that can be yanked out of place to release a surge of water down the main
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
against the goblin’s passive Wisdom (Perception) score to creep by without being noticed. If the goblin spots the adventurers, it signals the goblins in area 7 to release a flood (see the “Flood!” section
). Those who succeed hold onto the bridge and must climb it to safety. Flood! The large pools in area 7 have collapsible walls that can be yanked out of place to release a surge of water down the main
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
described in area 5a. If the party doesn’t release him, he breaks free himself after an hour. Dranzorg torments the party and rampages through the house, calling for Mara to face him. Once freed, he
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
described in area 5a. If the party doesn’t release him, he breaks free himself after an hour. Dranzorg torments the party and rampages through the house, calling for Mara to face him. Once freed, he
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dao named Keshma al-Wazir, who was trapped centuries ago by Acererak. Anyone examining the bottle spots the genie waving from within and hears her muffled voice calling out. Keshma speaks Terran only
. At first, she orders the characters to release her. If they refuse, she tries to bargain with them (see “Roleplaying the Dao” below). While trapped inside the bottle, Keshma can’t attack or cast spells
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dao named Keshma al-Wazir, who was trapped centuries ago by Acererak. Anyone examining the bottle spots the genie waving from within and hears her muffled voice calling out. Keshma speaks Terran only
. At first, she orders the characters to release her. If they refuse, she tries to bargain with them (see “Roleplaying the Dao” below). While trapped inside the bottle, Keshma can’t attack or cast spells
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dao named Keshma al-Wazir, who was trapped centuries ago by Acererak. Anyone examining the bottle spots the genie waving from within and hears her muffled voice calling out. Keshma speaks Terran only
. At first, she orders the characters to release her. If they refuse, she tries to bargain with them (see “Roleplaying the Dao” below). While trapped inside the bottle, Keshma can’t attack or cast spells
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
opportune moment, making your foe wonder what other tricks you might play.
4 Swearing, name-calling, political satire — you do it all. You make use of a range of down-and-dirty fighting epithets
combatants enter a fight not knowing whether their boots have come untied.
6 You have a belt pouch specially made to release ball bearings or caltrops in the thick of the fight, forcing your
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
opportune moment, making your foe wonder what other tricks you might play.
4 Swearing, name-calling, political satire — you do it all. You make use of a range of down-and-dirty fighting epithets
combatants enter a fight not knowing whether their boots have come untied.
6 You have a belt pouch specially made to release ball bearings or caltrops in the thick of the fight, forcing your
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
opportune moment, making your foe wonder what other tricks you might play.
4 Swearing, name-calling, political satire — you do it all. You make use of a range of down-and-dirty fighting epithets
combatants enter a fight not knowing whether their boots have come untied.
6 You have a belt pouch specially made to release ball bearings or caltrops in the thick of the fight, forcing your
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
them. Development. When the goblin boss is defeated, any remaining goblins attempt to flee to area H3 and release the wolves there. Treasure. The goblin boss has a belt pouch containing 16 sp. H3
. Development. A goblin in this area can use an action to release one wolf from its chain. If the wolves are goaded by enemies beyond their reach, they are driven into a frenzy. Each round that any
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
them. Development. When the goblin boss is defeated, any remaining goblins attempt to flee to area H3 and release the wolves there. Treasure. The goblin boss has a belt pouch containing 16 sp. H3
. Development. A goblin in this area can use an action to release one wolf from its chain. If the wolves are goaded by enemies beyond their reach, they are driven into a frenzy. Each round that any
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
them. Development. When the goblin boss is defeated, any remaining goblins attempt to flee to area H3 and release the wolves there. Treasure. The goblin boss has a belt pouch containing 16 sp. H3
. Development. A goblin in this area can use an action to release one wolf from its chain. If the wolves are goaded by enemies beyond their reach, they are driven into a frenzy. Each round that any
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
something else entirely. Both Konrad and Rugga are in constant agony. They can communicate telepathically out to a range of 60 feet. Their communications consist of pleas to release them from their torment
vines by attacking their root in the center of the room. Treat the root as an immobile, Medium object with AC 15 and 100 hit points. When the root is reduced to 0 hit points, the vines release spores
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
something else entirely. Both Konrad and Rugga are in constant agony. They can communicate telepathically out to a range of 60 feet. Their communications consist of pleas to release them from their torment
vines by attacking their root in the center of the room. Treat the root as an immobile, Medium object with AC 15 and 100 hit points. When the root is reduced to 0 hit points, the vines release spores
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
something else entirely. Both Konrad and Rugga are in constant agony. They can communicate telepathically out to a range of 60 feet. Their communications consist of pleas to release them from their torment
vines by attacking their root in the center of the room. Treat the root as an immobile, Medium object with AC 15 and 100 hit points. When the root is reduced to 0 hit points, the vines release spores
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
inside it but has no clue how to release it (see area X22). Treasure. A spellbook on the western bookshelf contains the spells Edino has prepared plus alarm, arcane lock, detect thoughts, dimension
area X15. Aminta fights until reduced to 10 hit points or fewer, then attempts to flee. Edino behaves similarly. The doppelgangers look and act like the real Aminta, and they do their best to cover
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
inside it but has no clue how to release it (see area X22). Treasure. A spellbook on the western bookshelf contains the spells Edino has prepared plus alarm, arcane lock, detect thoughts, dimension
area X15. Aminta fights until reduced to 10 hit points or fewer, then attempts to flee. Edino behaves similarly. The doppelgangers look and act like the real Aminta, and they do their best to cover
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
inside it but has no clue how to release it (see area X22). Treasure. A spellbook on the western bookshelf contains the spells Edino has prepared plus alarm, arcane lock, detect thoughts, dimension
area X15. Aminta fights until reduced to 10 hit points or fewer, then attempts to flee. Edino behaves similarly. The doppelgangers look and act like the real Aminta, and they do their best to cover






