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Returning 35 results for 'both before darkness container remove'.
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both before darkness contained resolve
both before darkness contained remote
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both before darkness contained remove
Monsters
Mordenkainen Presents: Monsters of the Multiverse
darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied
space.
Any other creature the meazel teleports becomes cursed for 1 hour or until the curse is ended by remove curse or greater restoration. Until this curse ends, every Undead and every creature
Gynosphinx
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): darkness, locate object
, suggestion
3rd level (3 slots): dispel magic, remove curse, tongues
4th level (3 slots): banishment, greater invisibility
5th level (1 slot): legend loreMultiattack. The sphinx makes two claw attacks
Hydroloth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
, requiring no material components:
At will: darkness, detect magic, dispel magic, invisibility (self only), water walk
3/day each: control water, crown of madness, fear, phantasmal killer, suggestion
higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the
Monsters
Adventure Atlas: The Mortuary
", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At-will: detect evil and good, mage armor (self only), mage hand
2/day each: protection from evil and good, remove curse
;shadow demons, wraith;wraiths, and other incorporeal entities hiding in palls of darkness. With a brief reboant chant, an exorcist can expunge a harmful entity from a possessed creature—or make that creature vulnerable to a painful spiritual inhabitation.Necrotic
Monsters
Lost Laboratory of Kwalish
following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): darkness, locate object
, suggestion
3rd level (3 slots): dispel magic, remove curse, tongues
4th level (3 slots): banishment, greater invisibility
5th level (1 slot): legend lore
It has a +1 bonus to Intelligence checks and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and
components and using Charisma as the spellcasting ability (spell save DC 16):
At will: darkness, detect magic, dispel magic, hold monster, invisibility (self only)
1/day each: feeblemind, globe of
Oinoloth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
.
Innate Spellcasting. The oinoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: darkness, detect
the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spellcasting ability (spell save DC 16):
At will: darkness, detect magic, dispel magic, invisibility (self only)
3/day each: control water, crown of madness, fear, suggestion
Steal Memory (1/Day
, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early.
Teleport. The hydroloth magically
Monsters
Spelljammer: Adventures in Space
brains to cast the spell, as indicated:
1/day each: arms of Hadar (1 brain), detect magic (2 brains), magic missile (3 brains), Tenser's floating disk (4 brains), darkness (5 brains), hold person (6
.
After a neh-thalggu kills a victim, it uses its pincers to cut open the victim’s head and remove the brain. It then swallows the brain whole. The collected brain is stored inside one of several
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
unconscious creature remains asleep until it is no longer in the area with tendrils, takes any damage, or is targeted by a remove curse spell or similar magic.Nightmare haunts are terrors from the
guarded by nightmare haunts.
PsychicShadow Stealth. While in dim light or darkness, the nightmare haunt takes the Hide action.
Monsters
Planescape: Adventures in the Multiverse
Boundless Movement. The shator ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself
liquefied demodand becomes enough liquid to fill a flask. A demodand’s liquefaction lasts until a shator uses an action to end it or a creature opens a container holding the liquid. While
Monsters
Quests from the Infinite Staircase
. During daylight hours, it emits bright light, but at night, it never reaches full darkness, becoming dim light instead.
Memory Loss. Unless otherwise stated, a creature that leaves the domain must make a
or the Palace of Spires. On a successful save, the creature’s memories remain intact, but they’re hazy and dreamlike. A Remove Curse or Greater Restoration spell restores the creature
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Handling) check can remove a calm snake from the container without causing it to attack or fly away. Characters can sell captured flying snakes to Ifan Talro’a in Port Nyanzaru. He offers 25 gp for each snake, but a character who succeeds on a DC 15 Charisma (Persuasion) check can talk him up to 50 gp.
flying snake that is successfully grappled can be stuffed in a sack or other soft container. After 1 hour of confinement, the snake settles down. A character who succeeds on a DC 13 Wisdom (Animal
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Handling) check can remove a calm snake from the container without causing it to attack or fly away. Characters can sell captured flying snakes to Ifan Talro’a in Port Nyanzaru. He offers 25 gp for each snake, but a character who succeeds on a DC 15 Charisma (Persuasion) check can talk him up to 50 gp.
flying snake that is successfully grappled can be stuffed in a sack or other soft container. After 1 hour of confinement, the snake settles down. A character who succeeds on a DC 13 Wisdom (Animal
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Handling) check can remove a calm snake from the container without causing it to attack or fly away. Characters can sell captured flying snakes to Ifan Talro’a in Port Nyanzaru. He offers 25 gp for each snake, but a character who succeeds on a DC 15 Charisma (Persuasion) check can talk him up to 50 gp.
flying snake that is successfully grappled can be stuffed in a sack or other soft container. After 1 hour of confinement, the snake settles down. A character who succeeds on a DC 13 Wisdom (Animal
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
it does. If the mummified toad is tossed into a pot or kettle of water, it disappears and produces a darkness spell that emanates from the container and lasts for 10 minutes.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
it does. If the mummified toad is tossed into a pot or kettle of water, it disappears and produces a darkness spell that emanates from the container and lasts for 10 minutes.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
it does. If the mummified toad is tossed into a pot or kettle of water, it disappears and produces a darkness spell that emanates from the container and lasts for 10 minutes.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
initiate or escape a grapple. Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as
. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
initiate or escape a grapple. Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as
. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
initiate or escape a grapple. Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as
. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
2nd Level Cloud of Daggers
Crown of Madness
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of Enfeeblement
Shatter
Spider Climb
Suggestion
3rd
Level Counterspell
Dispel Magic
Fear
Fly
Gaseous Form
Hunger of Hadar
Hypnotic Pattern
Magic Circle
Major Image
Remove Curse
Tongues
Vampiric Touch
4th Level
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
2nd Level Cloud of Daggers
Crown of Madness
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of Enfeeblement
Shatter
Spider Climb
Suggestion
3rd
Level Counterspell
Dispel Magic
Fear
Fly
Gaseous Form
Hunger of Hadar
Hypnotic Pattern
Magic Circle
Major Image
Remove Curse
Tongues
Vampiric Touch
4th Level
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Expeditious Retreat
Hellish Rebuke
Illusory Script
Protection from Evil and Good
Unseen Servant
2nd Level
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of
Enfeeblement
Shatter
Spider Climb
Suggestion
3rd Level
Counterspell
Dispel Magic
Fear
Fly
Gaseous Form
Hypnotic Pattern
Magic Circle
Major Image
Remove Curse
Tongues
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
2nd Level Cloud of Daggers
Crown of Madness
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of Enfeeblement
Shatter
Spider Climb
Suggestion
3rd
Level Counterspell
Dispel Magic
Fear
Fly
Gaseous Form
Hunger of Hadar
Hypnotic Pattern
Magic Circle
Major Image
Remove Curse
Tongues
Vampiric Touch
4th Level
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Expeditious Retreat
Hellish Rebuke
Illusory Script
Protection from Evil and Good
Unseen Servant
2nd Level
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of
Enfeeblement
Shatter
Spider Climb
Suggestion
3rd Level
Counterspell
Dispel Magic
Fear
Fly
Gaseous Form
Hypnotic Pattern
Magic Circle
Major Image
Remove Curse
Tongues
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Expeditious Retreat
Hellish Rebuke
Illusory Script
Protection from Evil and Good
Unseen Servant
2nd Level
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of
Enfeeblement
Shatter
Spider Climb
Suggestion
3rd Level
Counterspell
Dispel Magic
Fear
Fly
Gaseous Form
Hypnotic Pattern
Magic Circle
Major Image
Remove Curse
Tongues
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
House Dimir ZEZHOU CHEN A vampire appeared out of the darkness, as quiet as a breeze. He was stripped to the waist despite the chill underground, and his eyes reflected light like a cat’s. He
and even wiping their own minds to remove any evidence of their completed assignments. The first guildmaster of House Dimir was a vampire named Szadek, whose organization agreed to serve as Ravnica’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
House Dimir ZEZHOU CHEN A vampire appeared out of the darkness, as quiet as a breeze. He was stripped to the waist despite the chill underground, and his eyes reflected light like a cat’s. He
and even wiping their own minds to remove any evidence of their completed assignments. The first guildmaster of House Dimir was a vampire named Szadek, whose organization agreed to serve as Ravnica’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
House Dimir ZEZHOU CHEN A vampire appeared out of the darkness, as quiet as a breeze. He was stripped to the waist despite the chill underground, and his eyes reflected light like a cat’s. He
and even wiping their own minds to remove any evidence of their completed assignments. The first guildmaster of House Dimir was a vampire named Szadek, whose organization agreed to serve as Ravnica’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
shows it to be a cunningly contrived container. Its covering is made of supple leather reinforced with thicker strips of hide. Opening the cover reveals three intricately carved, hollow wooden
parts. If the characters can’t figure out what the cylinders have to say, Pelk or another staff member at Candlekeep can give them instructions. The first step is to remove some of the clay from its bag
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
shows it to be a cunningly contrived container. Its covering is made of supple leather reinforced with thicker strips of hide. Opening the cover reveals three intricately carved, hollow wooden
parts. If the characters can’t figure out what the cylinders have to say, Pelk or another staff member at Candlekeep can give them instructions. The first step is to remove some of the clay from its bag
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
shows it to be a cunningly contrived container. Its covering is made of supple leather reinforced with thicker strips of hide. Opening the cover reveals three intricately carved, hollow wooden
parts. If the characters can’t figure out what the cylinders have to say, Pelk or another staff member at Candlekeep can give them instructions. The first step is to remove some of the clay from its bag
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
reading again, out loud for the players’ benefit. Substitute the new results for the old ones. When you’re ready to begin the card reading, remove the fourteen cards with the crown icon (the high deck) and
” section that follows. 4. Strahd’s Enemy Flip over card 4, and read: This card sheds light on one who will help you greatly in the battle against darkness. This card determines where the characters can
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
reading again, out loud for the players’ benefit. Substitute the new results for the old ones. When you’re ready to begin the card reading, remove the fourteen cards with the crown icon (the high deck) and
” section that follows. 4. Strahd’s Enemy Flip over card 4, and read: This card sheds light on one who will help you greatly in the battle against darkness. This card determines where the characters can