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Magic Items
Dungeon Master’s Guide
. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
Monsters
Forgotten Realms: Adventures in Faerûn
. That Manshoon is dead, and the current Manshoon is one of the original’s many clones. Being a magical copy rather than an original doesn’t make Manshoon any less of a threat, as he’s
knowledge of an even older version of himself. One of Manshoon’s enemies, Halaster Blackcloak, removed Manshoon’s left arm at the elbow. Manshoon now uses a mechanical prosthetic arm
Monsters
Van Richten’s Guide to Ravenloft
achievement, Elise is a confused, frustrated soul who never wished for her current circumstances.
Elise’s heart has been replaced with the Unbreakable Heart. If this device is removed, Elise dies
Spells
Xanathar's Guide to Everything
Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no
lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means
Magic Items
Quests from the Infinite Staircase
short or long rest. Once added, fuel can’t be removed from the lantern’s base.
The lantern’s flame can’t be extinguished by any means other than running out of fuel. If the
Lenses table. The gem lenses can’t be removed from the lantern.
As an action while holding the lantern, you can burn some of the lantern’s fuel to cast a spell (save DC 20) through one or
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
location might be dangerous. Although Dean Tullus didn’t run into any problems there, it’s likely that Murgaxor led her to the orb and removed any threats that might impede his plan to manipulate her
. Indeed, the Fortress Badlands have become a haven for acolytes of Murgaxor’s teachings and their thralls. As the faculty suspects, the badlands contain information that can lead the characters to Murgaxor’s location. However, the party must first bypass or defeat the current residents.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Disengage [Action] If you take the Disengage action, your movement doesn’t provoke Opportunity Attacks for the rest of the current turn.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Disengage [Action] If you take the Disengage action, your movement doesn’t provoke Opportunity Attacks for the rest of the current turn.
Demonomicon of Iggwilv
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Tasha’s Cauldron of Everything
recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the general
how many pages are removed, and it longs to be more than mere reference material.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
her key starts turning again. Whenever Skabatha loses her temper and turns violent, 1d3 redcaps sprout in her garden (see area L15 and “Skabatha’s Minions” below). The key can’t be removed from
Skabatha’s back while she lives, and it serves no function in the adventure other than to reflect her current mood.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the
pot reappears and the ichor flows back into it. While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks. Demon Skin
Stephen Andrade Iggwilv’s Horn
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to your skin. The armor can be worn under normal clothes, but it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so. While wearing the armor, you have resistance to fire damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
against all forms of magical detection and intrusion. Its current protector is an adult gold dragon named Aurinax, who is also the current wielder and guardian of the dragonstaff of Ahghairon, which has the
power to prevent other dragons from entering the city. In exchange for the staff, Aurinax promised to guard the gold until such time as Neverember or his appointed vassals removed it.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
about the vault’s location.) The necklace doesn’t teleport if it’s removed from the vault, so stealing it requires that it be taken from that location.
it is removed from Zorhanna’s neck, the necklace automatically teleports to a secret vault in Paliset Hall. The vault is located somewhere in Zorhanna’s bedchamber on the second floor. (Fifel is wrong
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can
reduce you to no lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
magic of the rod piece that was previously embedded in its trunk. The rod piece was recently removed, resulting in the tree’s current state of decay. The tree still bears traces of the rod’s magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can’t see the golems right away because the rock columns provide total cover. The golems are hostile toward any creature that doesn’t look like Halaster. A character disguised as Halaster can make a
is one of Halaster’s gates (see “Gates”). It is composed of one hundred stone jigsaw pieces, each weighing 10 pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can
receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation. A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters performing unusual activity, and any witnesses must report their observations. If the characters can convince the witness what they saw was justified, the suspicion level doesn’t increase
) check against a DC set by the current suspicion level (see the Suspicion table), the suspicious activity goes unnoticed. Use your discretion to decide if any given activity is subtle enough to be
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
characters performing unusual activity, and any witnesses must report their observations. If the characters can convince the witness what they saw was justified, the suspicion level doesn’t increase
) check against a DC set by the current suspicion level (see the Suspicion table), the suspicious activity goes unnoticed. Use your discretion to decide if any given activity is subtle enough to be
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
on her, as she does him. Chalaska doesn’t like Nalaskur and would enjoy seeing him permanently removed. The Zhentarim could promptly replace Nalaskur, but such a replacement wouldn’t know the inn’s
mounting a supply run to Waterdeep to talk matters over with his superiors there. He needs someone to mind the inn in his absence. Nalaskur works with but doesn’t trust Chalaska Muruin, a terse, cold
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if
these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if
these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
powered, closed stasis pod for 1 minute, the creature has the unconscious condition and is in stasis. While in stasis, the creature doesn’t require air, food, or drink, and it doesn’t age. If the
creature is removed from the stasis pod or the stasis pod’s power is shut off, the creature regains consciousness after 1 minute or once it takes damage. The pods in the southwest corner were ruined when
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dimension Door 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You
the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dimension Door 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You
the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. If the creature reaches six levels of exhaustion, it doesn’t die. Instead, the creature permanently transforms into a larva, whereupon all levels of exhaustion afflicting the creature are removed
long rest taken on the plane, a visitor must make a DC 10 Wisdom saving throw. On a failed save, the creature gains one level of exhaustion, which can’t be removed while the creature remains in Hades
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cold even after the troll’s destruction. As long as the troll can’t regenerate, its heart can be safely removed from its remains, handled, and kept. An ice troll’s heart, once removed, becomes a
ability to regenerate for the next 24 hours, regaining 5 hit points at the start of each of its turns. If the creature takes acid or fire damage, this trait doesn’t function at the start of its next
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
greatest achievement, Elise is a confused, frustrated soul who never wished for her current circumstances. She’s now a flesh golem with the following adjustments: Elise does not have the Berserk or Aversion
of Fire traits. She has immunity to cold damage. Elise’s heart has been replaced with the Unbreakable Heart. If this device is removed, Elise dies, even if it is replaced with another heart. Elise is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
doesn’t end until the circle is broken or until the target is removed from inside it. A creature under the effect of a transmutation spell is physically trapped in the circle and can’t leave on its own while the spell remains in effect.
.)
Spite Harrowdale used a true polymorph spell to turn a wyvern into a golden statue of himself. Characters who have met Spite will recognize the statue’s likeness. The statue doesn’t detect as magical, but
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Underworld Adventures All things eventually reach their end and pass into the Underworld. That doesn’t mean the heroes of Theros need to accept that fate and embrace eternity quietly, though. This
reanimates at the start of its next turn with 1 hit point per Hit Die it possesses, and it gains one level of exhaustion that can’t be removed unless the soul returns to life, at which point all
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
where none are present. The spell doesn’t disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain
(or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
-powered gnomish contraption doesn’t travel at a normal rate, since the magic, engine, or wind doesn’t tire the way a creature does and the air doesn’t contain the types of obstructions found on land. When a
creature is traveling with a flying speed or with a speed granted by magic, an engine, or a natural force (such as wind or a water current), translate that speed into travel rates using the following
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
spell must involve a verbal, somatic, or material component. The form of a material component doesn’t matter for the purposes of perception, whether it’s an object specified in the spell’s description
, a component pouch, or a spellcasting focus. If the need for a spell’s components has been removed by a special ability, such as the sorcerer’s Subtle Spell feature or the Innate Spellcasting trait
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use
within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become partners in evil.






