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Returning 35 results for 'bonus beneath diffusing contingent removing'.
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Magic Items
Dungeon Master’s Guide
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
Monsters
Curse of Strahd
perverted its magic, using it instead to animate her wooden hut.
Removing the gem from the hut renders the hut incapacitated. That task is easier said than done, however. The glowing green gem is
contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the
magic-items
establish a defensive ward with a contingent Counterspell. The next time you can see an unfriendly creature within 60 feet of you casting any spell that either targets you or causes you to make a saving throw
after Counterspell takes effect or at the next dawn.
Protection. You can take a Magic action to expend 1 charge and cast Protection from Energy on yourself.
Deflection Field. You can take a Bonus Action to expend 1 charge and cast Shield of Faith on yourself.
Monsters
Spelljammer: Adventures in Space
itself as a bonus action. As an action, a creature within reach of the leech can to try to scrape it off the hull, doing so with a successful DC 18 Strength check. On a failed check, the action is wasted
as the leech remains attached to the hull. Removing the leech in this way deals no damage to the leech or the ship.
Magic Items
Eberron: Rising from the Last War
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on
the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature. The
Magic Items
Van Richten’s Guide to Ravenloft
A dire wolf tooth dangles from this simple cord necklace. While you wear it, the necklace grants you a +1 bonus to ability checks and saving throws.
Curse. Attuning to Harkon’s Bite curses you
removing the necklace, whether you are attuned to it or not, you are afflicted with werewolf lycanthropy as detailed in the Monster Manual. The curse lasts until the dawn after the next full moon. If you are still wearing the necklace at this time, you are afflicted with the lycanthropy again.
Rod of Lordly Might
Legacy
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Magic Items
Basic Rules (2014)
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set
in a row along the haft. It has three other properties as well, detailed below.
Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a
Magic Items
Keys from the Golden Vault
This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface.
Empowered Magic. While holding the shard, you can use it as a spellcasting focus, and it gives you a +1
bonus to your spell attack rolls.
Enhanced Strength. Your Strength score increases by 4 while the shard is on your person. The shard can’t raise your Strength score above 22.
Curse. Attuning to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to feel flesh and steel sundered beneath his claws and to taste his foes’ blood. Yet Geryon’s ferocity has also limited his ability to collect souls and forge an effective hierarchy
abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.
Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
; he loves to feel flesh and steel sundered beneath his claws and to taste his foes’ blood. Yet Geryon’s ferocity has also limited his ability to collect souls and forge an effective
abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.
Crushing Blow (Recharges after a Short or Long Rest). As a bonus action
Monsters
Bigby Presents: Glory of the Giants
, unaware of the mighty power beneath them. Such settlements can thrive for centuries, as the scion’s magic causes crops to flourish and livestock to thrive in the surrounding region. An ancient
feet of the scion gain a +7 bonus to attack and damage rolls.
Farming Weather. The weather within 6 miles of the scion is always ideal for farming: sunny and warm with occasional showers.
If the scion
Monsters
Bigby Presents: Glory of the Giants
creatures who live beneath this cloud often display superstitious and duplicitous behavior, almost unconsciously leaving gifts for “rain spirits” while playing mischievous pranks on each
once by this compulsion.
Empowered Cloud Giants. Cloud giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
Mischievous Whispers. Whispers can be heard on the wind within
Monsters
Bigby Presents: Glory of the Giants
a constantly overcast sky. Sapient creatures who live beneath this cloud often display superstitious and duplicitous behavior, almost unconsciously leaving gifts for “rain spirits” while
. A creature can be affected only once by this compulsion.
Empowered Cloud Giants. Cloud giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
Mischievous Whispers
Monsters
Bigby Presents: Glory of the Giants
standing stones, a village, or a city on a scion’s back, unaware of the mighty power beneath them. Such settlements can thrive for centuries, as the scion’s magic causes crops to flourish
the scion.
Empowered Hill Giants. Hill giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls.
Farming Weather. The weather within 6 miles of the scion is always ideal for
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Desperation in Kalaman Soon after the characters emerge from the catacombs beneath Castle Kalaman, Darrett Highwater and Marshal Vendri return to Kalaman with their troops. As they learn about the
Dragon Army has split its forces. A contingent is inexplicably heading into the Northern Wastes. Darrett doesn’t know much beyond this at the moment. When the characters are ready, he leads them to meet with Marshal Vendri.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Chapter 6: City of Lost Names The goal of the Red Dragon Army’s invasion is not only conquering Kalaman, but also obtaining a weapon to aid it in conquering all of Solamnia. A contingent of the
Dragon Queen—seeks to raise an army of Undead dragons from the draconic graveyard beneath the city. While the characters’ allies distract the enemy forces outside the ruined city, the characters infiltrate
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Desperation in Kalaman Soon after the characters emerge from the catacombs beneath Castle Kalaman, Darrett Highwater and Marshal Vendri return to Kalaman with their troops. As they learn about the
Dragon Army has split its forces. A contingent is inexplicably heading into the Northern Wastes. Darrett doesn’t know much beyond this at the moment. When the characters are ready, he leads them to meet with Marshal Vendri.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, transforming it into a star spawn seer. Whoever the mortal once was largely vanishes beneath the mass of tumorous skin than builds up in strange whorls all over the seer’s body. The mortal’s
effect as normal.
Cult of Tharizdun, the Chained God
Tharizdun’s Spark (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Tharizdun's Spark"}. As a bonus action, the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Chapter 6: City of Lost Names The goal of the Red Dragon Army’s invasion is not only conquering Kalaman, but also obtaining a weapon to aid it in conquering all of Solamnia. A contingent of the
Dragon Queen—seeks to raise an army of Undead dragons from the draconic graveyard beneath the city. While the characters’ allies distract the enemy forces outside the ruined city, the characters infiltrate
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Desperation in Kalaman Soon after the characters emerge from the catacombs beneath Castle Kalaman, Darrett Highwater and Marshal Vendri return to Kalaman with their troops. As they learn about the
Dragon Army has split its forces. A contingent is inexplicably heading into the Northern Wastes. Darrett doesn’t know much beyond this at the moment. When the characters are ready, he leads them to meet with Marshal Vendri.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Chapter 6: City of Lost Names The goal of the Red Dragon Army’s invasion is not only conquering Kalaman, but also obtaining a weapon to aid it in conquering all of Solamnia. A contingent of the
Dragon Queen—seeks to raise an army of Undead dragons from the draconic graveyard beneath the city. While the characters’ allies distract the enemy forces outside the ruined city, the characters infiltrate
Monsters
Fizban's Treasury of Dragons
make their way through it.
6
Remorhaz;Remorhazes infest the glacier beneath an adult crystal dragon;adult crystal dragon's lair, posing an imminent threat to the dragon’s home and hoard
crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Shield, +1, +2, or +3 Armor (shield), uncommon (+1), rare (+2), or very rare (+3) While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the
shield’s normal bonus to AC. Shield of Missile Attraction Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Shield, +1, +2, or +3 Armor (shield), uncommon (+1), rare (+2), or very rare (+3) While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the
shield’s normal bonus to AC. Shield of Missile Attraction Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
way to cross the room is to walk along the beam. But there’s a hidden danger: a pressure plate beneath the beam’s closest end causes the metal walls to emit a strong magnetic field. Fulcrum Stone
pillars set at regular intervals appear to hold up the beam. But the pillar beneath the beam’s center is a fulcrum (like the center of a seesaw), which gives the beam a nearly indiscernible tilt. A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Shield, +1, +2, or +3 Armor (shield), uncommon (+1), rare (+2), or very rare (+3) While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the
shield’s normal bonus to AC. Shield of Missile Attraction Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
way to cross the room is to walk along the beam. But there’s a hidden danger: a pressure plate beneath the beam’s closest end causes the metal walls to emit a strong magnetic field. Fulcrum Stone
pillars set at regular intervals appear to hold up the beam. But the pillar beneath the beam’s center is a fulcrum (like the center of a seesaw), which gives the beam a nearly indiscernible tilt. A
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
way to cross the room is to walk along the beam. But there’s a hidden danger: a pressure plate beneath the beam’s closest end causes the metal walls to emit a strong magnetic field. Fulcrum Stone
pillars set at regular intervals appear to hold up the beam. But the pillar beneath the beam’s center is a fulcrum (like the center of a seesaw), which gives the beam a nearly indiscernible tilt. A
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
them to believe the house is not haunted; they must deduce the truth for themselves or simply stumble upon it. The Sea Ghost A contingent of smugglers glides through the waters near Saltmarsh on their
cellar and caverns beneath the house (as indicated in the area descriptions). Smugglers on Alert. In the likely event that the characters betray their presence (likely by triggering one of the magic
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
’ access point to a secret cavern system beneath Gracklstugh (see “Whorlstone Tunnels”). It takes a successful DC 15 Wisdom (Perception) check to notice the pipe beneath piles of refuse. Within, loose
bars block the 5-foot-wide passage, but removing them activates an alarm that warns the Gray Ghosts inside the caverns. A character can notice the alarm’s trigger — a thin wire connected to the top of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
’ access point to a secret cavern system beneath Gracklstugh (see “Whorlstone Tunnels”). It takes a successful DC 15 Wisdom (Perception) check to notice the pipe beneath piles of refuse. Within, loose
bars block the 5-foot-wide passage, but removing them activates an alarm that warns the Gray Ghosts inside the caverns. A character can notice the alarm’s trigger — a thin wire connected to the top of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
them to believe the house is not haunted; they must deduce the truth for themselves or simply stumble upon it. The Sea Ghost A contingent of smugglers glides through the waters near Saltmarsh on their
cellar and caverns beneath the house (as indicated in the area descriptions). Smugglers on Alert. In the likely event that the characters betray their presence (likely by triggering one of the magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
water. The statue emits a dim purple radiance, its head is completely turned around, and one of its arms has broken off and is nowhere to be seen.
Ooze. A psychic gray ooze lurks beneath the murky
rests now against the west wall, concealed beneath the dark water. The statue’s head is hollow, with holes for eyes and a larger hole for its fanged mouth. Further inspection reveals that the head has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
water. The statue emits a dim purple radiance, its head is completely turned around, and one of its arms has broken off and is nowhere to be seen.
Ooze. A psychic gray ooze lurks beneath the murky
rests now against the west wall, concealed beneath the dark water. The statue’s head is hollow, with holes for eyes and a larger hole for its fanged mouth. Further inspection reveals that the head has
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
them to believe the house is not haunted; they must deduce the truth for themselves or simply stumble upon it. The Sea Ghost A contingent of smugglers glides through the waters near Saltmarsh on their
cellar and caverns beneath the house (as indicated in the area descriptions). Smugglers on Alert. In the likely event that the characters betray their presence (likely by triggering one of the magic






