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Returning 35 results for 'book button defends contain remove'.
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Magic Items
Dungeon Master’s Guide
again until the next dawn.
Only you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased.
Vecna watches anyone using this tome and can write cryptic messages in it. These messages typically fade away after they are read.
This book has a desiccated tongue pinned to its front cover. Five of these tomes exist, and it’s unknown which one is the original. The tongue on the first Tome of the Stilled Tongue belonged
Magic Items
Dungeon Master’s Guide
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
An Identify spell reveals if the flask contains a
Magic Items
Dungeon Master’s Guide
you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
Book
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook.
Iron Flask
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that
duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
hour. Sometimes these eggs hatch into clutches of young geese that grow up to terrorize the marshes of Eldraine. Other times, the eggs contain trinkets or valuables. The fae folk of Eldraine’s
, you can use the Goose Egg Trinket table to determine the contents of one of the Goose Mother’s eggs that isn’t destined to hatch into a goose or a giant goose (also described in that book).
races
Lorwyn: First Light
empathic web that lets them sense the feelings of nearby kithkin. Because of this connection, many kithkin trust each other implicitly.
Some kithkin remove themselves from this empathic web
Book of Kith and Kin. They also often entertain many superstitions, particularly related to Lorwyn’s incarnations of nature.
In Shadowmoor
Shadowmoor kithkin are more insular and xenophobic
Monsters
The Book of Many Things
’ll be found by mortals who are desperate for power and ripe for corruption.
Malaxxix seeks the Books of Keeping: ancient tomes that contain the true names of all yugoloths. To this end, it
60 feet of the cursed creature, regardless of the creature’s location in the multiverse.
The curse of Malaxxix lasts until ended with a Remove Curse spell, a Greater Restoration spell, or
Monsters
Quests from the Infinite Staircase
of twinkling stardust follows Nafas wherever he goes, as evidence of his cosmic might.
No bottle, vase, ring, or lamp can contain Nafas. The genie is bound to the Infinite Staircase itself, anchored
destroy Nafas is to take his place.
Nafas as a Patron
In addition to linking the adventures in this book, you can use Nafas as a group patron (detailed in Tasha’s Cauldron of Everything). In
Figurine of Wondrous Power
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but
terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a lance, +1, and the other becomes a longsword, +2. Removing
Monsters
Van Richten’s Guide to Ravenloft
destroyed, it regains all its hit points in 1 hour unless Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The priest is a
one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to breathe, eat, or drink and doesn’t age. You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1
hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to breathe, eat, or drink and doesn’t age. You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1
hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to breathe, eat, or drink and doesn’t age. You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1
hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to breathe, eat, or drink and doesn’t age. You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1
hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to breathe, eat, or drink and doesn’t age. You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1
hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to breathe, eat, or drink and doesn’t age. You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1
hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
breeze whenever a page is turned. Most important, when the book is first opened, it reveals the creature trapped inside it: a djinni named Gazre-Azam. The first ten pages of the book contain various notes
Book Description The book is a heavy tome with covers of white marble bound in pale blue leather. A large padlock prevents the book from being opened and resists all attempts to open it with magic
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
breeze whenever a page is turned. Most important, when the book is first opened, it reveals the creature trapped inside it: a djinni named Gazre-Azam. The first ten pages of the book contain various notes
Book Description The book is a heavy tome with covers of white marble bound in pale blue leather. A large padlock prevents the book from being opened and resists all attempts to open it with magic
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
one book that looks out of place among the others. It is a hefty, green-covered tome with a withered frog stitched into its spine. Kissing the frog or stroking it with a moistened finger causes the
frog to croak the book’s title in Elvish. This book is volume 3 of an eleven-book series titled Tales from the Gloaming Court. Endelyn stole this book and its companion (in area M17) from her sister
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
breeze whenever a page is turned. Most important, when the book is first opened, it reveals the creature trapped inside it: a djinni named Gazre-Azam. The first ten pages of the book contain various notes
Book Description The book is a heavy tome with covers of white marble bound in pale blue leather. A large padlock prevents the book from being opened and resists all attempts to open it with magic
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
one book that looks out of place among the others. It is a hefty, green-covered tome with a withered frog stitched into its spine. Kissing the frog or stroking it with a moistened finger causes the
frog to croak the book’s title in Elvish. This book is volume 3 of an eleven-book series titled Tales from the Gloaming Court. Endelyn stole this book and its companion (in area M17) from her sister
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
one book that looks out of place among the others. It is a hefty, green-covered tome with a withered frog stitched into its spine. Kissing the frog or stroking it with a moistened finger causes the
frog to croak the book’s title in Elvish. This book is volume 3 of an eleven-book series titled Tales from the Gloaming Court. Endelyn stole this book and its companion (in area M17) from her sister
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Conditions Some of the creatures in this book inflict—or are immune to—the following new conditions. Dazed A dazed creature can only do one of the following things on their turn: move, use an action
, or use a bonus action. If a creature becomes dazed during their turn, their turn ends. The cure ailment power, lesser restoration spell, and greater restoration spell remove the dazed condition. At
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Conditions Some of the creatures in this book inflict—or are immune to—the following new conditions. Dazed A dazed creature can only do one of the following things on their turn: move, use an action
, or use a bonus action. If a creature becomes dazed during their turn, their turn ends. The cure ailment power, lesser restoration spell, and greater restoration spell remove the dazed condition. At
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Conditions Some of the creatures in this book inflict—or are immune to—the following new conditions. Dazed A dazed creature can only do one of the following things on their turn: move, use an action
, or use a bonus action. If a creature becomes dazed during their turn, their turn ends. The cure ailment power, lesser restoration spell, and greater restoration spell remove the dazed condition. At
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
weeks after a “singing malaise” began to spread among the library’s Avowed. The records contain no further mention of the book dealer. The Avowed cataloged and shelved his final delivery, which included Shemshime’s Bedtime Rhyme.
dust on its shelf in Candlekeep for over six hundred years. The children’s book arrived at the library in unceremonious fashion, though the same could not be said of its courier. Yowen Pilt, a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
weeks after a “singing malaise” began to spread among the library’s Avowed. The records contain no further mention of the book dealer. The Avowed cataloged and shelved his final delivery, which included Shemshime’s Bedtime Rhyme.
dust on its shelf in Candlekeep for over six hundred years. The children’s book arrived at the library in unceremonious fashion, though the same could not be said of its courier. Yowen Pilt, a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
weeks after a “singing malaise” began to spread among the library’s Avowed. The records contain no further mention of the book dealer. The Avowed cataloged and shelved his final delivery, which included Shemshime’s Bedtime Rhyme.
dust on its shelf in Candlekeep for over six hundred years. The children’s book arrived at the library in unceremonious fashion, though the same could not be said of its courier. Yowen Pilt, a






