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Returning 35 results for 'being behind diffusing correctly replaced'.
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Spells
Player’s Handbook
from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind
Monsters
Acquisitions Incorporated
speak, but her AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and she gains any statistics and capabilities (except class features, legendary
actions, and lair actions) that the new form has but that she lacks.Now the owner and driving force behind Dran Enterprises — perhaps Acquisitions Incorporated's most notable rival in the adventuring-for
Monsters
Mordenkainen Presents: Monsters of the Multiverse
whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.Multiattack. The death kiss makes three Tentacle attacks. Up to three of these attacks can be replaced by
;rats, leaving behind a trail of bloodless corpses. When underground, it uses its tentacles as feelers, prodding and examining the environment in all directions. Above ground, it usually keeps its
Ancient Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of
places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or
Adult Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that
, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Teleport.
Assault (Costs 2 Actions). Titivilus makes one Silver Sword attack, or he uses Frightful Word.Dispater, the gloomy Lord of Dis, rules from his iron palace, seeming to hide behind its
that either Titivilus is Dispater in disguise or Titivilus has removed the archduke and replaced him altogether.
Titivilus recognizes the precariousness of his position. After all, Dispater’s
Monsters
Waterdeep: Dungeon of the Mad Mage
temporary hit points per level of the slot.Halaster, the Mad Mage of Undermountain, is the deranged individual behind most of the traps and horrors found in the great dungeon under Waterdeep
feet of him, turning the open space to solid, worked stone or vice versa.
Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use
replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.
A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Find Familiar (p. 240) The third paragraph has been replaced with the following: When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast
it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
The fifth paragraph has been removed.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Find Familiar (p. 240) The third paragraph has been replaced with the following: When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast
it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
The fifth paragraph has been removed.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Find Familiar (p. 240) The third paragraph has been replaced with the following: When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast
it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
The fifth paragraph has been removed.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Four Elements Difficulty: Hard This puzzle might appear anywhere elementals of earth, air, fire, and water serve as guardians. If the puzzle isn’t solved correctly, one or more of these guardian
elementals magically transform from statues and attack the characters. The door slams behind you as you enter this hexagonal room. Four of the walls are covered in mosaics, each depicting the destructive
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Four Elements Difficulty: Hard This puzzle might appear anywhere elementals of earth, air, fire, and water serve as guardians. If the puzzle isn’t solved correctly, one or more of these guardian
elementals magically transform from statues and attack the characters. The door slams behind you as you enter this hexagonal room. Four of the walls are covered in mosaics, each depicting the destructive
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Four Elements Difficulty: Hard This puzzle might appear anywhere elementals of earth, air, fire, and water serve as guardians. If the puzzle isn’t solved correctly, one or more of these guardian
elementals magically transform from statues and attack the characters. The door slams behind you as you enter this hexagonal room. Four of the walls are covered in mosaics, each depicting the destructive
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
form neat stacks with narrow aisles winding between them.
Arch. Embedded in the north wall, hidden behind the chests and trunks, is a stone arch. Inscribed on the wall inside the arch is a riddle in
never in sunshine?” The answer is “The letter O.” The rules of this gate are as follows: If the riddle is answered aloud and correctly by someone within 30 feet of the arch, the gate opens for 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
form neat stacks with narrow aisles winding between them.
Arch. Embedded in the north wall, hidden behind the chests and trunks, is a stone arch. Inscribed on the wall inside the arch is a riddle in
never in sunshine?” The answer is “The letter O.” The rules of this gate are as follows: If the riddle is answered aloud and correctly by someone within 30 feet of the arch, the gate opens for 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Secret Door. Behind a 6-foot-tall wood-framed painting of Halaster hanging on a wall is a secret door that pulls open to reveal a small chamber with a stone arch embedded in its back wall.
Arch
Gate to Level 7 The arch hidden behind the secret door is one of Halaster’s magic gates (see “Gates”). Inscribed on the wall inside the arch is the following riddle in Common: “What appears once in an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Secret Door. Behind a 6-foot-tall wood-framed painting of Halaster hanging on a wall is a secret door that pulls open to reveal a small chamber with a stone arch embedded in its back wall.
Arch
Gate to Level 7 The arch hidden behind the secret door is one of Halaster’s magic gates (see “Gates”). Inscribed on the wall inside the arch is the following riddle in Common: “What appears once in an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Secret Door. Behind a 6-foot-tall wood-framed painting of Halaster hanging on a wall is a secret door that pulls open to reveal a small chamber with a stone arch embedded in its back wall.
Arch
Gate to Level 7 The arch hidden behind the secret door is one of Halaster’s magic gates (see “Gates”). Inscribed on the wall inside the arch is the following riddle in Common: “What appears once in an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
form neat stacks with narrow aisles winding between them.
Arch. Embedded in the north wall, hidden behind the chests and trunks, is a stone arch. Inscribed on the wall inside the arch is a riddle in
never in sunshine?” The answer is “The letter O.” The rules of this gate are as follows: If the riddle is answered aloud and correctly by someone within 30 feet of the arch, the gate opens for 1
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
successful DC 10 Dexterity check. The chest contains 1,825 cp, 54 sp, and a pair of garish
gold earrings that would be worth another 10 gp if melted. The chest was left behind when the last tenants
of the castle departed, being considered not worth the effort to lug down the stairs.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
successful DC 10 Dexterity check. The chest contains 1,825 cp, 54 sp, and a pair of garish gold earrings that would be worth another 10 gp if melted. The chest was left behind when the last tenants of the castle departed, being considered not worth the effort to lug down the stairs.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
successful DC 10 Dexterity check. The chest contains 1,825 cp, 54 sp, and a pair of garish gold earrings that would be worth another 10 gp if melted. The chest was left behind when the last tenants of the castle departed, being considered not worth the effort to lug down the stairs.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
successful DC 10 Dexterity check. The chest contains 1,825 cp, 54 sp, and a pair of garish
gold earrings that would be worth another 10 gp if melted. The chest was left behind when the last tenants
of the castle departed, being considered not worth the effort to lug down the stairs.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
successful DC 10 Dexterity check. The chest contains 1,825 cp, 54 sp, and a pair of garish gold earrings that would be worth another 10 gp if melted. The chest was left behind when the last tenants of the castle departed, being considered not worth the effort to lug down the stairs.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
successful DC 10 Dexterity check. The chest contains 1,825 cp, 54 sp, and a pair of garish
gold earrings that would be worth another 10 gp if melted. The chest was left behind when the last tenants
of the castle departed, being considered not worth the effort to lug down the stairs.
Monsters
Fizban's Treasury of Dragons
what others have said back to them to make sure I have remembered it correctly.
2
I might not like you, but I will endeavor to treat you with respect, if not kindness.
3
I like to impress
creators abandoned them, taking great interest in the artifacts and architecture they left behind. Visitors who manage to convince the dragon they are not a threat are treated to a tour of the vaults, with
Monsters
Fizban's Treasury of Dragons
said back to them to make sure I have remembered it correctly.
2
I might not like you, but I will endeavor to treat you with respect, if not kindness.
3
I like to impress visitors by
of the remaining areas of the vaults as they were when their creators abandoned them, taking great interest in the artifacts and architecture they left behind. Visitors who manage to convince the
Magic Items
Tasha’s Cauldron of Everything
no hole behind, or it vanishes into the water. The creatures noted in the Creatures Summoned column appear in an unoccupied space as close to where the tooth was sown as possible. The creatures are
randomly. The replaced tooth vanishes, and you lose the implanted effect.
Recovering Teeth. Once all the teeth have vanished, their pouch also vanishes. The pouch with all the teeth then appears in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Random Tricks Tricks are quirkier and less deadly than traps. Some are effects left behind by the dungeon’s creators, while others might be manifestations of the strange magical energy suffusing the
animates, or it animates other objects nearby 07–10 Asks three skill-testing questions (if all three are answered correctly, a reward appears) 11–13 Bestows resistance or vulnerability 14–16 Changes a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Random Tricks Tricks are quirkier and less deadly than traps. Some are effects left behind by the dungeon’s creators, while others might be manifestations of the strange magical energy suffusing the
animates, or it animates other objects nearby 07–10 Asks three skill-testing questions (if all three are answered correctly, a reward appears) 11–13 Bestows resistance or vulnerability 14–16 Changes a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
area 37 via a short hall hidden behind a poorly hung curtain. The tunnel is easily discovered with a successful DC 10 Wisdom (Perception) check. “Slippy” If not already met when summoned to area 35
remains, the companion boggle having been disposed of in area 7. Both stewards are thus now the same creature, who works hard to make sure this is never discovered. The boggle intuits (correctly) that
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, but negotiates for passage if the characters speak to it. The gynosphinx appears to have suffered ancient injuries to its head, which have healed and been replaced by mechanical components. Both the
. With its enhanced knowledge, the sphinx can correctly answer almost any question. To simulate this around the table, you might challenge the players to stump you as the DM with a riddle or trivia
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
area 37 via a short hall hidden behind a poorly hung curtain. The tunnel is easily discovered with a successful DC 10 Wisdom (Perception) check. “Slippy” If not already met when summoned to area 35
remains, the companion boggle having been disposed of in area 7. Both stewards are thus now the same creature, who works hard to make sure this is never discovered. The boggle intuits (correctly) that
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
area 37 via a short hall hidden behind a poorly hung curtain. The tunnel is easily discovered with a successful DC 10 Wisdom (Perception) check. “Slippy” If not already met when summoned to area 35
remains, the companion boggle having been disposed of in area 7. Both stewards are thus now the same creature, who works hard to make sure this is never discovered. The boggle intuits (correctly) that






