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Returning 35 results for 'behaves border diffusing container removes'.
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Spells
Basic Rules (2014)
removes a disease or otherwise ameliorates a disease’s effects apply to it.
Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on
mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, the border realm between the Elemental Planes of Earth and Water. This ooze is a thick, viscid brown effluvium with streaks of orange, green, yellow, and black. It smells like rotten eggs and sticks to
anything it touches. The ooze is never more than 5 feet deep in any given location and is difficult terrain. It moves slowly in the direction indicated by the wavy arrows on map 19 and also behaves
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, the border realm between the Elemental Planes of Earth and Water. This ooze is a thick, viscid brown effluvium with streaks of orange, green, yellow, and black. It smells like rotten eggs and sticks to
anything it touches. The ooze is never more than 5 feet deep in any given location and is difficult terrain. It moves slowly in the direction indicated by the wavy arrows on map 19 and also behaves
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, the border realm between the Elemental Planes of Earth and Water. This ooze is a thick, viscid brown effluvium with streaks of orange, green, yellow, and black. It smells like rotten eggs and sticks to
anything it touches. The ooze is never more than 5 feet deep in any given location and is difficult terrain. It moves slowly in the direction indicated by the wavy arrows on map 19 and also behaves
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. Blinding Sickness. Pain grips the
vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. Blinding Sickness. Pain grips the
vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. Blinding Sickness. Pain grips the
vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. Blinding Sickness. Pain grips the
vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. Blinding Sickness. Pain grips the
vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. Blinding Sickness. Pain grips the
vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
behaves similarly to the one in area B5, starting combat with the characters if disturbed. If a fight breaks out, the mephits in areas B2 and B5 join the fray. B8: Vault Dust coats this plundered vault
, which is mostly empty. Two chests rest along the east wall.
One of the chests is fake—a hungry Mimic has altered its shape to resemble the mundane container beside it. The mimic ambushes any
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
behaves similarly to the one in area B5, starting combat with the characters if disturbed. If a fight breaks out, the mephits in areas B2 and B5 join the fray. B8: Vault Dust coats this plundered vault
, which is mostly empty. Two chests rest along the east wall.
One of the chests is fake—a hungry Mimic has altered its shape to resemble the mundane container beside it. The mimic ambushes any
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
behaves similarly to the one in area B5, starting combat with the characters if disturbed. If a fight breaks out, the mephits in areas B2 and B5 join the fray. B8: Vault Dust coats this plundered vault
, which is mostly empty. Two chests rest along the east wall.
One of the chests is fake—a hungry Mimic has altered its shape to resemble the mundane container beside it. The mimic ambushes any
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
rolling on the Icewind Dale Trinkets table in appendix A). If the characters clearly portray themselves as enemies of the goblins, Spellix removes his goblin mask so that the characters don’t mistake
of Doom (see area K7), and the characters are free to go without further incident. Egg-Shaped Crate. Made of magical metal, this indestructible container is 3½ feet tall and 3 feet wide, with a flat
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
rolling on the Icewind Dale Trinkets table in appendix A). If the characters clearly portray themselves as enemies of the goblins, Spellix removes his goblin mask so that the characters don’t mistake
of Doom (see area K7), and the characters are free to go without further incident. Egg-Shaped Crate. Made of magical metal, this indestructible container is 3½ feet tall and 3 feet wide, with a flat
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
rolling on the Icewind Dale Trinkets table in appendix A). If the characters clearly portray themselves as enemies of the goblins, Spellix removes his goblin mask so that the characters don’t mistake
of Doom (see area K7), and the characters are free to go without further incident. Egg-Shaped Crate. Made of magical metal, this indestructible container is 3½ feet tall and 3 feet wide, with a flat
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
thick beard, a wild mane of hair, and a forceful manner. Rarely seen without his hand around a glass of strong spirits, he is a master manipulator and looks and behaves as a king should. Strong and
truth, Isteval has been drafted by Cormyr to gain insight into what looks to be a war brewing on its western border. Isteval has too much respect for the other delegates to hide this information from
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
thick beard, a wild mane of hair, and a forceful manner. Rarely seen without his hand around a glass of strong spirits, he is a master manipulator and looks and behaves as a king should. Strong and
truth, Isteval has been drafted by Cormyr to gain insight into what looks to be a war brewing on its western border. Isteval has too much respect for the other delegates to hide this information from
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
thick beard, a wild mane of hair, and a forceful manner. Rarely seen without his hand around a glass of strong spirits, he is a master manipulator and looks and behaves as a king should. Strong and
truth, Isteval has been drafted by Cormyr to gain insight into what looks to be a war brewing on its western border. Isteval has too much respect for the other delegates to hide this information from
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
thick beard, a wild mane of hair, and a forceful manner. Rarely seen without his hand around a glass of strong spirits, he is a master manipulator and looks and behaves as a king should. Strong and
truth, Isteval has been drafted by Cormyr to gain insight into what looks to be a war brewing on its western border. Isteval has too much respect for the other delegates to hide this information from
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
thick beard, a wild mane of hair, and a forceful manner. Rarely seen without his hand around a glass of strong spirits, he is a master manipulator and looks and behaves as a king should. Strong and
truth, Isteval has been drafted by Cormyr to gain insight into what looks to be a war brewing on its western border. Isteval has too much respect for the other delegates to hide this information from
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
thick beard, a wild mane of hair, and a forceful manner. Rarely seen without his hand around a glass of strong spirits, he is a master manipulator and looks and behaves as a king should. Strong and
truth, Isteval has been drafted by Cormyr to gain insight into what looks to be a war brewing on its western border. Isteval has too much respect for the other delegates to hide this information from
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
thick beard, a wild mane of hair, and a forceful manner. Rarely seen without his hand around a glass of strong spirits, he is a master manipulator and looks and behaves as a king should. Strong and
truth, Isteval has been drafted by Cormyr to gain insight into what looks to be a war brewing on its western border. Isteval has too much respect for the other delegates to hide this information from
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
thick beard, a wild mane of hair, and a forceful manner. Rarely seen without his hand around a glass of strong spirits, he is a master manipulator and looks and behaves as a king should. Strong and
truth, Isteval has been drafted by Cormyr to gain insight into what looks to be a war brewing on its western border. Isteval has too much respect for the other delegates to hide this information from
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
thick beard, a wild mane of hair, and a forceful manner. Rarely seen without his hand around a glass of strong spirits, he is a master manipulator and looks and behaves as a king should. Strong and
truth, Isteval has been drafted by Cormyr to gain insight into what looks to be a war brewing on its western border. Isteval has too much respect for the other delegates to hide this information from
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
VARIANT: GAZER FAMILIAR
Spellcasters who are interested in unusual familiars find that
gazers are eager to serve someone who has magical power, especially those who make a point of bullying and harassing others. The gazer behaves aggressively toward creatures smaller than itself, and it
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
VARIANT: GAZER FAMILIAR
Spellcasters who are interested in unusual familiars find that
gazers are eager to serve someone who has magical power, especially those who make a point of bullying and harassing others. The gazer behaves aggressively toward creatures smaller than itself, and it
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
VARIANT: GAZER FAMILIAR
Spellcasters who are interested in unusual familiars find that
gazers are eager to serve someone who has magical power, especially those who make a point of bullying and harassing others. The gazer behaves aggressively toward creatures smaller than itself, and it
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
polished floor of red and black hornblende seems to flow between the thin pillars of obsidian that border this area. Each of these pillars radiates an aura of mild fear in a 2-foot radius, and if one is
between the divans has a glyph of warding on the inside of the lid, so if anyone other than Eclavdra opens it, the glyph casts insect plague (spell save DC 14). The container holds three spell scrolls
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
polished floor of red and black hornblende seems to flow between the thin pillars of obsidian that border this area. Each of these pillars radiates an aura of mild fear in a 2-foot radius, and if one is
between the divans has a glyph of warding on the inside of the lid, so if anyone other than Eclavdra opens it, the glyph casts insect plague (spell save DC 14). The container holds three spell scrolls
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
polished floor of red and black hornblende seems to flow between the thin pillars of obsidian that border this area. Each of these pillars radiates an aura of mild fear in a 2-foot radius, and if one is
between the divans has a glyph of warding on the inside of the lid, so if anyone other than Eclavdra opens it, the glyph casts insect plague (spell save DC 14). The container holds three spell scrolls
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wall is open slightly. In the middle of the room, an old man in an oversized black robe carefully removes a strip of parchment coiled around the leg of a raven while muttering kind words to the bird. Two
the Agile Hand, but she hasn’t gotten around to punishing him yet and has, in fact, told Dury that she’s willing to give him a second chance if he behaves himself from now on. Dury is not convinced
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wall is open slightly. In the middle of the room, an old man in an oversized black robe carefully removes a strip of parchment coiled around the leg of a raven while muttering kind words to the bird. Two
the Agile Hand, but she hasn’t gotten around to punishing him yet and has, in fact, told Dury that she’s willing to give him a second chance if he behaves himself from now on. Dury is not convinced
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wall is open slightly. In the middle of the room, an old man in an oversized black robe carefully removes a strip of parchment coiled around the leg of a raven while muttering kind words to the bird. Two
the Agile Hand, but she hasn’t gotten around to punishing him yet and has, in fact, told Dury that she’s willing to give him a second chance if he behaves himself from now on. Dury is not convinced
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
wisp is put in a container, a creature holding the receptacle can cast the resurrection spell once, requiring no components and causing the wisp to vanish. Any creature returned to life in this way
aggressive tapeworm. The affected creature gains no benefit from eating until it receives treatment that removes a disease. A creature immune to disease automatically succeeds on this saving throw. 86–90






