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Returning 35 results for 'below based diffusing cure reveal'.
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Monsters
Curse of Strahd
, inbred lepers—came to the abbey seeking salvation. The deva rid them of their diseases, an act for which they were eternally grateful, but could not cure them of certain human defects that had been
insane. Only then did von Holtz reveal himself to be Strahd von Zarovich. Somehow the deva realized that any attempt to slay Strahd would be futile—that the ancient curse upon the land meant that the
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
(at will): light, mending, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
restoration, mass cure wounds, scrying
6th level (1 slot): heroes' feast, true seeing
7th level (1 slot): etherealness, plane shift
8th level (1 slot): control weather
9th level (1 slot): true
Monsters
The Book of Many Things
this action again.
Spellcasting. The living portent casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:
2/day: Cure Wounds
1/day each
minions to avert its own demise.
Khirad, the Star of Secrets. A blue-white star whose gifts grant insight but also reveal terrible truths.
Zhudun, the Corpse Star. A dead star that whispers of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"poison"} poison damage.
Spellcasting. The grung casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
At will: druidcraft
3/day each: cure wounds, spike
gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung’s color (see “Variant
Monsters
Spelljammer: Adventures in Space
spells, using Wisdom as the spellcasting ability (spell save DC 16):
2/day each: cure wounds (8th-level version), hold person
1/day each: divination, sending, word of recallStar
and Wildspace in ships of their own design. These ships are fashioned from crystals harvested from Wildspace systems and bound together with an organic, plant-based material that hardens like ceramic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Wisdom as the spellcasting ability (spell save DC 17):
At will: light, major image (6th-level version), thaumaturgy
3/day each: cure wounds, dispel magic, lesser restoration, sending
1/day each
violet eyes. In a breeze or when aloft, the creature’s scales and hair appear to blaze with a holy, golden fire.
Beyond their coloration, ki-rins vary in appearance based on the deity each one
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen Presents: Monsters of the Multiverse
celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. The Aasimar Celestial Features table has examples you can
, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
Celestial Champions
, and feelings.
The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils
Backgrounds
Baldur’s Gate: Descent into Avernus
sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment — nothing
. You might be able to bluff others through with you, or even convince members of the Watch that you’re a patriar. However, any true test of your authenticity is likely to reveal your deception
Species
Mordenkainen Presents: Monsters of the Multiverse
other changelings, a new face may reveal an aspect of their soul.
The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in
, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell
Backgrounds
Guildmasters’ Guide to Ravnica
conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of
solutions. (Chaotic)
3
Discovery. Every experiment has the potential to reveal more secrets of the multiverse. (Any)
4
Science. A rigorous application of logical principles and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Crystal to reveal the swamp hidden beneath the magical forest. Then they must battle creatures from the Giant Necropolis Encounters table (see chapter 3) under the command of a mummy lord to claim the cure
remains of one that is now the Singing Sands (in this chapter). If the cloud giant is successful, the reestablished network of crystals could allow the giant to reshape great portions of the world. To Cure
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Crystal to reveal the swamp hidden beneath the magical forest. Then they must battle creatures from the Giant Necropolis Encounters table (see chapter 3) under the command of a mummy lord to claim the cure
remains of one that is now the Singing Sands (in this chapter). If the cloud giant is successful, the reestablished network of crystals could allow the giant to reshape great portions of the world. To Cure
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Crystal to reveal the swamp hidden beneath the magical forest. Then they must battle creatures from the Giant Necropolis Encounters table (see chapter 3) under the command of a mummy lord to claim the cure
remains of one that is now the Singing Sands (in this chapter). If the cloud giant is successful, the reestablished network of crystals could allow the giant to reshape great portions of the world. To Cure
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
appear these words: “May her light cure all illness.” The “guards” on the wall are propped-up scarecrows that wear corroded chain shirts and clutch rusted spears (see area S18). A character who
succeeds on a DC 10 Wisdom (Perception) check discerns the charade. The double doors are heavy but unlocked. They can be pushed open to reveal a foggy courtyard (area S12). Map 8.3: Abbey of Saint Markovia - Upper Floor & CellarView Player Version
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
appear these words: “May her light cure all illness.” The “guards” on the wall are propped-up scarecrows that wear corroded chain shirts and clutch rusted spears (see area S18). A character who
succeeds on a DC 10 Wisdom (Perception) check discerns the charade. The double doors are heavy but unlocked. They can be pushed open to reveal a foggy courtyard (area S12). Map 8.3: Abbey of Saint Markovia - Upper Floor & CellarView Player Version
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
appear these words: “May her light cure all illness.” The “guards” on the wall are propped-up scarecrows that wear corroded chain shirts and clutch rusted spears (see area S18). A character who
succeeds on a DC 10 Wisdom (Perception) check discerns the charade. The double doors are heavy but unlocked. They can be pushed open to reveal a foggy courtyard (area S12). Map 8.3: Abbey of Saint Markovia - Upper Floor & CellarView Player Version
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Adventure Summary The characters begin their adventure by activating the portal to Wisteria Vale, after which they can explore the village and talk to the inhabitants. The locals reveal that Quill
eventually becomes clear that the beholder has imprisoned the real Quill in a magic painting. The characters must find Quill, convince him that they’re here to help, and administer the cure without incurring the wrath of the beholder, who wants to keep its new haven intact.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Adventure Summary The characters begin their adventure by activating the portal to Wisteria Vale, after which they can explore the village and talk to the inhabitants. The locals reveal that Quill
eventually becomes clear that the beholder has imprisoned the real Quill in a magic painting. The characters must find Quill, convince him that they’re here to help, and administer the cure without incurring the wrath of the beholder, who wants to keep its new haven intact.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Adventure Summary The characters begin their adventure by activating the portal to Wisteria Vale, after which they can explore the village and talk to the inhabitants. The locals reveal that Quill
eventually becomes clear that the beholder has imprisoned the real Quill in a magic painting. The characters must find Quill, convince him that they’re here to help, and administer the cure without incurring the wrath of the beholder, who wants to keep its new haven intact.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
venom. Those desperate for a cure to a rare affliction often pray to the goddess to reveal the monster that embodies the malady tormenting them. Such insight, though, rarely decreases the danger of
festival in hopes of receiving a miraculous cure, and the truly devout imbibe near-lethal doses of poison, trusting Pharika to oversee their recovery. In some tales, a cobra with rainbow scales appears
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
venom. Those desperate for a cure to a rare affliction often pray to the goddess to reveal the monster that embodies the malady tormenting them. Such insight, though, rarely decreases the danger of
festival in hopes of receiving a miraculous cure, and the truly devout imbibe near-lethal doses of poison, trusting Pharika to oversee their recovery. In some tales, a cobra with rainbow scales appears
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
for which they were eternally grateful, but could not cure them of certain human defects that had been present since birth. The Abbot became consumed with a prideful, obsessive desire to rid the poor
Belviews into mongrelfolk—maniacal humans with bestial deformities and traits. The Belviews were happy, albeit insane. Only then did von Holtz reveal himself to be Strahd von Zarovich. Somehow the deva
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
venom. Those desperate for a cure to a rare affliction often pray to the goddess to reveal the monster that embodies the malady tormenting them. Such insight, though, rarely decreases the danger of
festival in hopes of receiving a miraculous cure, and the truly devout imbibe near-lethal doses of poison, trusting Pharika to oversee their recovery. In some tales, a cobra with rainbow scales appears
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
for which they were eternally grateful, but could not cure them of certain human defects that had been present since birth. The Abbot became consumed with a prideful, obsessive desire to rid the poor
Belviews into mongrelfolk—maniacal humans with bestial deformities and traits. The Belviews were happy, albeit insane. Only then did von Holtz reveal himself to be Strahd von Zarovich. Somehow the deva
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
for which they were eternally grateful, but could not cure them of certain human defects that had been present since birth. The Abbot became consumed with a prideful, obsessive desire to rid the poor
Belviews into mongrelfolk—maniacal humans with bestial deformities and traits. The Belviews were happy, albeit insane. Only then did von Holtz reveal himself to be Strahd von Zarovich. Somehow the deva
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Arcane Origin Some sorcerers understand where their power came from, based on how their abilities manifested. Others can only speculate, since their powers came to them in a way that suggests no
arose from, your DM can use this table (or select an origin) and reveal it to you when the information plays a role in the campaign. Arcane Origins d6 Origin 1 Your power arises from your family’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
based on the day’s most common terrain: DC 10 for coasts and lakes, or DC 15 for jungles, mountains, rivers, swamps, and wastelands. Apply a +5 bonus to the check if the group sets a slow pace for
on their map of Chult. The next time a navigator succeeds on a Wisdom (Survival) check made to navigate, reveal the party’s actual location to the players. Map 2.1: Chult
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Arcane Origin Some sorcerers understand where their power came from, based on how their abilities manifested. Others can only speculate, since their powers came to them in a way that suggests no
arose from, your DM can use this table (or select an origin) and reveal it to you when the information plays a role in the campaign. Arcane Origins d6 Origin 1 Your power arises from your family’s
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
merchant company based in the city of Yartar, over a hundred miles to the east. They ship finished goods to Phandalin and other small settlements throughout the region, but this outpost has been hit
in area H8 of the Cragmaw hideout (or if they left the goods but reveal where they can be found), Linene offers a reward of 50 gp and promises to help the adventurers any way she can. She warns the characters that the Redbrands are trouble and advises them to avoid the Sleeping Giant tap house.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
merchant company based in the city of Yartar, over a hundred miles to the east. They ship finished goods to Phandalin and other small settlements throughout the region, but this outpost has been hit
in area H8 of the Cragmaw hideout (or if they left the goods but reveal where they can be found), Linene offers a reward of 50 gp and promises to help the adventurers any way she can. She warns the characters that the Redbrands are trouble and advises them to avoid the Sleeping Giant tap house.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
merchant company based in the city of Yartar, over a hundred miles to the east. They ship finished goods to Phandalin and other small settlements throughout the region, but this outpost has been hard hit by
. Recovered Goods. If the characters return the stolen goods found in area 8 of the Cragmaw hideout (or if they left the goods but reveal where they can be found), Linene gives them a reward of 50 gp and promises to help the adventurers any way she can.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
merchant company based in the city of Yartar, over a hundred miles to the east. They ship finished goods to Phandalin and other small settlements throughout the region, but this outpost has been hard hit by
. Recovered Goods. If the characters return the stolen goods found in area 8 of the Cragmaw hideout (or if they left the goods but reveal where they can be found), Linene gives them a reward of 50 gp and promises to help the adventurers any way she can.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
based on the day’s most common terrain: DC 10 for coasts and lakes, or DC 15 for jungles, mountains, rivers, swamps, and wastelands. Apply a +5 bonus to the check if the group sets a slow pace for
on their map of Chult. The next time a navigator succeeds on a Wisdom (Survival) check made to navigate, reveal the party’s actual location to the players. Map 2.1: Chult
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
merchant company based in the city of Yartar, over a hundred miles to the east. They ship finished goods to Phandalin and other small settlements throughout the region, but this outpost has been hard hit by
. Recovered Goods. If the characters return the stolen goods found in area 8 of the Cragmaw hideout (or if they left the goods but reveal where they can be found), Linene gives them a reward of 50 gp and promises to help the adventurers any way she can.






