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Returning 35 results for 'both before deck composed remove'.
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Magic Items
The Book of Many Things
Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks
. Unless a card states otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. If you fail to draw
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
, Eriette and Ashiok conspire to build a nightmare realm in the ruins of Castle Ardenvale at the heart of the Wicked Slumber, replacing the virtuous court with one composed of sleepwalkers and dreamers
Monsters
Curse of Strahd
. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6;{"diceNotation":"3d6","rollType":"damage","rollAction
herself.
Tarokka Deck. Ezmerelda keeps a deck of tarokka cards in her wagon (chapter 11, area V1). Although the cards aren’t magical, Ezmerelda can use them to perform a card reading for the
Species
Spelljammer: Adventures in Space
internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
Creature Type
Every creature in D&D, including
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Encounter Deck Using cards to generate random encounters is a dynamic alternative to rolling on encounter tables. You can customize an encounter deck and remove cards as you draw them so they don’t
repeat. You can also alter the encounter deck as characters explore an area, adding cards to the deck to reflect changing circumstances and weaving the encounters into a narrative. The following system is derived from Miniatures Handbook (2003).
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
first encounter deck, and when you remove cards from that deck, replace those cards with an equal number of random cards from the second deck. This method is particularly effective if the second deck
Evolving the Encounter Deck Evolving your encounter deck fosters a sense of progress, creating a rough narrative arc as the adventurers explore an area. You can evolve the deck to make encounters
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
House of Cards Features The House of Cards has the following features: Construction. The surfaces are composed of cards of various sizes from the Deck of Many Things. Unless otherwise noted, the
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
shuffle them. Then shuffle the remaining cards (the common deck), keeping the two decks separate. Draw the top three cards from the common deck and lay them face down in the 1, 2, and 3 positions
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Watchtower On the southern end of the hill stands a tall spire with a commanding view of the surrounding terrain. When Captain Nenlast drew from the Deck of Many Things, a wave of energy from the Far
’ protective spells, but characters might agree to remove these wards as part of a deal with the death tyrant. A character who is aware of the wards and able to perceive them (for example, via the
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
. On the Deck. While Captain Rallanith shouted for the characters to take shelter within the Recluse’s interior, those that might have ignored the order were hastily issued harnesses and now find
(Athletics) check or fall. On the Deck. Creatures wearing harnesses on the ship’s deck can climb the deck’s vertical surface without falling. A creature has Disadvantage on attack rolls while wearing
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
virtuous court with one composed of sleepwalkers and dreamers guarded by nightmare haunts.
Nightmare Haunt Medium Aberration, Typically Neutral Evil
Armor Class 13
Hit Points 44 (8d8 + 8)
Speed 30
longer in the area with tendrils, takes any damage, or is targeted by a remove curse spell or similar magic.
Bonus Actions
Shadow Stealth. While in dim light or darkness, the nightmare haunt takes the Hide action.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dark Duchess Locations The following locations are keyed to map 2.6. Ceilings of the lower decks are 10 feet high, and all doors are 7 feet tall and made of sturdy wood. D1. Main Deck The wooden
boards on the main deck are cracked from frost. A large hole in the deck exposes a part of the hold to the sky. The planks around the hole are marred with deep grooves, as if heavy claws had dug into them
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of Pale Prow is composed of undead servants, both corporeal and ghostly. Necromancers are drawn to Pale Prow whenever it nears land, and it is common for them to take up residence in the dark cabins
below deck. A specter serves as lookout in the crow’s nest. A silver skull embroidered on a white field and trimmed with silver fangs flies from the tall mast of Pale Prow. Salted Glade The Salted
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
silver ewer (worth 100 gp) with five chicken eggs in it A tiny wooden box containing a deck of tarokka cards (see appendix E) wrapped in silk A set of copper pots and pans (worth 50 gp) Three sets of
rope, a tinderbox, a steel mirror, a sharpened wooden stake, and a spyglass Two spell scrolls (major image and remove curse) A map of Barovia (showing all the locations marked on this adventure’s map of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
choose one). The curse can’t be broken while the House of Cards exists. Otherwise, a Remove Curse or similar magic ends it. 22: Comet A being composed of swirling dust and ice hovers at the far end of the
from cards of various sizes from the Deck of Many Things. Some show their intricately patterned backs, while others show their faces. Four large cards that serve as doors lead from the chamber: Rogue
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
or fewer, Kavil switches sides and offers information in exchange for his life. He knows one random Undermountain secret, determined by drawing a card from the Secrets Deck (see appendix C), as well as
property. 30b. Play-by-Play Generator This dusty room has a 10-foot-high ceiling. A 3-foot cube composed of equal parts adamantine and flesh sits atop a 3-foot-tall hexagonal plinth of carved stone
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
been poring over van Richten’s research and learning about Strahd and Castle Ravenloft, with every intention of dispatching the vampire herself. Tarokka Deck. Ezmerelda keeps a deck of tarokka cards in
ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6 psychic damage.
Evil Eye (Recharges after a Short or Long Rest). Ezmerelda
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
portals first, but you can say that their attempts to access the headquarters portal have locked it down temporarily, preventing the Six from accessing it. Remove one failure point from the party’s
. If a character opens this door, read: As the portal opens, a pulse of magic draws you forward. The door vanishes and you stand within an impossible scene. The deck of a ship opens up around you, but
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane. At your discretion, an appropriate spell, such as dispel magic or remove curse, might end this lasting effect. Rings Magic rings offer an amazing array of powers to those lucky enough to find them
and smooth, others are gnarled and twisted, some are made of wood, and others are composed of polished metal or crystal. Depending on the material, a staff weighs between 2 and 7 pounds. Unless a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
a full moon in the sky, the target becomes an NPC under the DM’s control and remains so until the night ends. A Remove Curse spell or similar magic ends this curse.
Claw (Wolf or Hybrid Form Only
require equipment the target doesn’t have. During any night when there’s a full moon in the sky, the target becomes an NPC under the DM’s control and remains so until the night ends. A Remove Curse
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, but when someone in the multiverse draws the Skull card from a Deck of Many Things, one of the windows shows a scene depicting the unfortunate individual and opens a portal to that individual’s
the Remove Curse spell or similar magic. If this effect reduces the creature to 0 hit points, it dies. The grove gets its name from the unusual will-o’-wisps that inhabit it. These will-o’-wisps—thought
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
random place on their body. Only a remove curse spell or similar magic removes the scar. 6 When a creature that isn’t an inhabitant of the island completes a long rest there, it must succeed on a DC 15
pirate captain (see appendix C), 1 pirate bosun (see appendix C), 2d4 pirate deck wizards (see appendix C), and 8d10 bandits 3 1d6 flesh golems, 1d4 priests, and 2d10 acolytes 4 2d4 veterans, 2d10
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
outfitted it with a pier and a ramshackle fort built from scavenged planking, old barrels, deck grates, spars, and whatever else they could scrounge. It incorporates a warehouse where they stash their
with each other and Liara Portyr of Fort Beluarian. Use the deck plans in appendix C of the Dungeon Master’s Guide to represent each pirate ship, as needed. Each ship’s crew is described below
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
their natural form, hashalaqs are composed of hundreds of translucent tendrils. They can compress and configure these tendrils to form a wide range of simple shapes. A point of blue light suspended
Intelligence saving throw or be cursed. The curse lasts until it’s removed by a remove curse or greater restoration spell.
The cursed target suffers 1 level of exhaustion every 24 hours, and finishing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
previous explorer noticed a ring on the finger, couldn’t remove it, and decided to break off the whole finger instead. P10. Rubble-filled Spiral Stairway This spiral staircase used to connect levels 2
chamber on the lowest level. A detect magic spell reveals a magical aura of enchantment around the amulet. The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
unfathomable distance away, two incredible beings composed of stars and crackling magic are locked in the throes of a cosmos-shaking battle while the audience shouts and cheers. A single gate filled with violet
to the characters and the nearby audience. On the table is a deck of indestructible iron playing cards and several hundred similarly indestructible iron tokens. In the skies above are thousands of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
disabled by any franchise member. Players are encouraged to be creative in thinking about defensive features. An airship might have a deck that can channel lightning to repel boarders. A wagon might have
airship’s floor and railings are warded with elemental lightning, up to an area the size of half the ship’s upper deck. A character at the helm can activate this magic as a bonus action. Any creature making
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
5d8 + 20 hit points. 4 Vocally, the creature can only cluck and croon like a chicken. The creature can also understand and speak to chickens. This curse lasts for 1 hour unless ended by a remove curse
of nowhere might be composed of mimics! Mimic Communication. Members of the colony develop telepathy and the ability to speak. While within 10 miles of the colony, any mimic can communicate
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that this book tells how to
evil and good, remove curse, shield, and Tenser’s floating disk. Vellynne Harpell and her kobold minions Vellynne Harpell
Medium humanoid (human), neutral
Armor Class 13 (bracers of defense)
Hit
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the Astral lift, discovered their presence, and destroyed them and their treasure. Melted Metal. Given 10 minutes of prying with a Crowbar or similar tool, characters can remove the metal from both the
against the ship’s hull. A sculpted sarcophagus rests on the deck. A deep pit surrounds the vessel, and wisps of steam drift in the air.
This is the lair of the Githyanki Knight Ozzadraz the Conqueror
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, remove curse, tongues
4th level (3 slots): banishment, greater invisibility
5th level (1 slot): legend lore
Actions
Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +8
, Common, Elvish, Infernal, Sylvan
Challenge 2 (450 XP)
Special Equipment. Mary wears bracers of defense and a ring of protection, and carries a deck of several things (see appendix D).
Fey Presence
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Elvenkind hidden in a hollow. One of the boots holds a leather pouch containing thin ivory plates whose illustrations resemble those of the storied Deck of Many Things. The deck is nonmagical and worth
Ancestry trait automatically succeed on the saving throw. An affected creature resists any attempt to forcibly remove it from the garden. If the creature is removed from the garden, it is overcome with
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
if characters attempt to vandalize her forge, take her tools, or remove objects she is working on, although she issues a sharply worded warning first. Treasure Xharva Deem is well paid indeed. Two
holds a ten-foot-tall statue depicting a crude humanoid form composed of earth, boulders, and sharp crystals. One massive, rocky fist is raised above its blunt head. Shattered rubble from an older
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Ten-Towns is composed mostly of humans and dwarves, with the humans outnumbering the dwarves roughly twenty to one. In times of great peril, the leaders of Ten-Towns, known as town speakers, meet at
the frigid water around the burning wreck, and the greatship’s deck is strewn with other dead giants. For a map of Luskan and more information about it, see the Sword Coast Adventurer’s Guide.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Spaceship Locations, Level 1 The first level of the spaceship is the main deck, comprising offices, living quarters, and recreational amenities. In addition to the locations detailed here, map 7.1
doors to the tubes for them. Characters who refuse to assist Aphelion and access the tube by their own means are greeted by an unlit metal shaft without functioning antigravity. Deck Map. A screen






