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Returning 35 results for 'both before device cloud reveals'.
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Magic Items
Dungeon Master’s Guide
card.
Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature
–06
Archmage
07–09
Assassin
10–12
Bandit Captain
13–15
Beholder
16–18
Berserker
19–21
Bugbear Warrior
22–24
Cloud Giant
Magic Items
Legendary Magic Items
Resembling a small dragon’s horn, this arcane device glows with a hellish internal light when held. As an action while holding this horn, you can invoke a necromantic effect called the
Beckoning Death.
The Beckoning Death arrives at the start of your next turn and manifests as a crimson cloud of smoke that fills a 30-foot-radius sphere centered on the horn. The sphere doesn’t move
Adult Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
.
A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15
illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
Whenever a creature with an
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, have a 50 percent chance of being extinguished.
A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners
image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass
Monsters
The Wild Beyond the Witchlight
solar eclipse or while she is within 60 feet of a symbolic representation of one. Otherwise, Endelyn disappears in a cloud of inky smoke when she drops to 0 hit points, along with anything she was
deal.
Endelyn’s obsession with tragedy and hopelessness extends to her own life; she has foreseen her own demise during a solar eclipse. In the depths of her castle, a lightning-powered device
Magic Items
Guildmasters’ Guide to Ravnica
Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help
2)
3
color spray
4
faerie fire
5
fog cloud
6
thunderwave
2nd-Level Spells
d6
Spell
1
blur
2
gust of wind
3
heat metal
4
Melf's
Deck of Illusions
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15
of hearts
Druid
Ten of hearts
Cloud giant
Nine of hearts
Ettin
Eight of hearts
Bugbear
Two of hearts
Goblin
Ace of diamonds
Beholder
King of diamonds
Archmage and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
driver can activate this magical device as a bonus action, causing the vehicle to expel a 30-foot cube of opaque smoke directly in front of it or behind it. The cloud is stationary and lasts for 1
minute. The area within it is heavily obscured. Any creature that enters the cloud for the first time on a turn or starts its turn there takes 21 (6d6) necrotic damage. A strong wind disperses the cloud
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters from above. 2 The characters hear the clicks and clacks of three hook horrors several minutes before these predators appear and attack. 3 A galeb duhr reveals itself and tries to converse with the
Tiny clockwork device that was left behind by a svirfneblin miner. The device produces a miniature flame that can be used to light a candle, torch, or campfire. Using the device requires an action. 6
Compendium
- Sources->Dungeons & Dragons->Legendary Magic Items
Horn of Beckoning Death Wondrous Item, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) Resembling a small dragon’s horn, this arcane device glows with a hellish internal light when
held. As an action while holding this horn, you can invoke a necromantic effect called the Beckoning Death. The Beckoning Death arrives at the start of your next turn and manifests as a crimson cloud
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Encounter Locations The following encounters are keyed to the map of the ruined cloud giant keep. Map 12.2: cloud giants keep View Player Version C1. Front Yard The mountainside splits, leaving a
encourages the party to press on, eager to be freed. C2. Entrance Hall Part of this room is open to the sky, as shown on the map. The ghosts of two cloud giants wander this hall, the floor of which is made
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
who dwelled here and took the machine with him when he departed. A successful DC 12 Intelligence (Investigation) check reveals faded carvings on the stone blocks depicting stylized aspects of daily
follows the lines discovers that they converge at a huge central representation of a massive magical-mechanical device—the Infernal Machine.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
detect magic spell reveals an aura of divination magic radiating from the wall. Any creature that spends 1 minute touching the wall can cast the scrying spell targeting the ulitharid on level 17
, using the wall as a focus. A character who examines the wall can, with a successful DC 14 Intelligence (Arcana) check, ascertain that it’s a scrying device and figure out how it works.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
device is a sun blade that has held many names over the years, including Sunlight’s Wrath and Shar’s Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is 4 feet tall and 2 feet wide at the base. Close examination reveals that the top of the cone unscrews to reveal a hollow compartment under the cap. Treasure. The cone’s compartment contains a potion of giant strength (cloud) in a stoppered, J-shaped crystal flask worth 25 gp.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
companion, until it reveals itself to be a star spawn emissary (see chapter 5).
5 An acquaintance of the characters complains of reoccurring nightmares. The complaints stop when the dreamer is
taken over by an intellect devourer.
6 An inventor requests the characters’ insight into a pill-sized device she extracted from her own body. As the characters examine it, the device projects a map
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. An alarm spell silently warns Ezzat if any other creature opens the door.
A detect magic spell reveals a powerful aura of abjuration magic around each sapphire. Close examination reveals the image
gemstone out. Each vampire initially appears as a cloud of mist, then spends its first turn in combat reverting to its true form. The vampires’ names are Sabatene Xilzzrin and Tebran Madannith. Their houses
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
dense chunk of coal at its core. The Summer Star has lost its luster but not its magic. A detect magic spell or similar magic reveals a weak, residual aura of transmutation magic surrounding it. The
first time a creature picks up the Summer Star, its core glows with a golden radiance as bright as a candle flame. Unless the creature drops the device immediately, the light suddenly blossoms, becoming
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
under stony cowls and their arms raised toward the iron disk.
This room is one large timekeeping device. Every day at dawn and at dusk, the wizard statues exert invisible magical force upon the
detect magic spell reveals auras of evocation magic and transmutation magic around the statues, which defy all attempts to move or break them. If a creature attempts to turn the disk manually, the statues
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
reveals that the opulent bed is only an old straw mattress, and the delicious treats are just ordinary rations. The walls, floor, and ceiling of the room are quite bare. A dispel magic spell will
automatically remove the illusion. Treasure. Only the brass-bound chest appears as it actually is. The chest must be opened while uttering a command word known only to Snarla, or it will emit a stinking cloud spell that lasts for 1 minute. Inside are 400 ep, 300 gp, and seven gems worth a total of 1,300 gp.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
device of some kind, though no such device is present. Atop this dais is a bronze-scaled dragon wearing a coral crown.
Ashgarlyth, a young bronze dragon, stands on the dais. Characters who enter
named Laffa, who sought the location of this laboratory. Fear of discovery prompted Zikran to pack up and leave in a hurry. (Gazre-Azam reveals that Laffa was an adventuring wizard. Laffa and his
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
destruction.
As the characters draw closer, a successful DC 15 Intelligence (Arcana or Investigation) check reveals that the fire damage isn’t natural, and that magic was likely involved. The same
explore the remains of the buildings on the grounds, a successful DC 10 Intelligence (Investigation) check reveals the following: Newly built wooden structures were struck by fire. Two of those still
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
valley looks much like any other at first glance. A closer investigation reveals its anomalies: terrain features and structures in the valley that don’t make sense, many of which change from one visit to
the next. Cloud giant sorcerers from an ancient empire of giants combined their might to turn a mountain into a vanishing fortress, but they weren’t fully successful. The mountain vanished, as did
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Lyn Armaal, Level 2 Map 9.2: Lyn Armaal, Levels 2-6 View Player Version 9. Cloud Stair This staircase has been sculpted from the clouds, with steps that are 3 feet high and 6 feet deep. At the top
a separate cloud and connected to the main keep by a stone bridge, the gatehouse is where Sansuri’s castellan customarily greets visitors before leading them to the countess’s audience chamber (area 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
surfaces next to the dock on initiative count 5, close enough that the drow can leap onto its barnacle-encrusted back on their next turns. In the round after it surfaces, the mechanism breathes a cloud
of steam onto the docks in a 30-foot cube, then begins to move away at a swimming speed of 20 feet. Any creature in the cloud of steam must make a DC 14 Dexterity saving throw, taking 22 (4d10) fire
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
your training exercise began. Magical energy ripples like a turbulent cloud around you, reaching out to touch the rune-scribed walls, then exploding outward as bolts of lightning, sending Saerthe, Tarto
walls of one of the chambers. A search of the other chamber reveals an identical object, with each bearing a jagged sigil carved into it. A detect magic spell reveals powerful magic emanating from
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
suddenly chilly. A cloud of vapor begins to shimmer along the nearby shelves, growing thicker around a nondescript leather-bound book. The mist suddenly coalesces into the vague form of a young woman—a
to speak—which reveals that her tongue is gone. Moaning in anguish, she reaches toward you. Then the mist shreds away to nothing, and the spirit fades.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
wisdom from him directly. Casting detect magic reveals an aura of divination magic in the room. The corpse belongs to a young cloud giant named Eigeron, whose father, Blagothkus, betrayed and
of a giant holding up a heavy, iron lantern with one raised arm. Each type of giant is represented: hill, stone, frost, fire, cloud, and storm. A cold, magical light radiates from each lantern
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Nim’s attic or watch the area as it’s being cleaned out can find a 1-foot-long copper contraption with an umbrella-like metallic protrusion at one end. A detect magic spell reveals an aura of
divination magic around it. If asked about it, Nim tells Valetta that it built this device to find the errant nimblewright and tried to seek it out, only to discover that Nim couldn’t leave the temple grounds
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
not for long. If pressed for details, Talis reveals that castle belongs to a cloud giant allied with the cult. The castle, she says, is hidden near the village of Parnast, which is under the cult’s
Rezmir’s command are using a cloud giant’s flying castle to expedite the delivery. Talis offers to help the characters get aboard Skyreach Castle before it departs (see chapter 8) and provides them with
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
pressed for details, Talis reveals that castle belongs to a cloud giant allied with the cult. The castle, she says, is hidden near the village of Parnast, which is under the cult’s control. If all
under Rezmir’s command are using a cloud giant’s flying castle to expedite the delivery. Talis offers to help the characters get aboard Skyreach Castle before it departs (see chapter 8) and provides them
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
adjacent to the trap. Countermeasures. A successful DC 10 Wisdom (Perception) check reveals the trap. A successful DC 10 Dexterity check using thieves’ tools disables it. Crossbow Trap Simple trap
. Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the trip wire. A successful DC 15 Dexterity check using thieves’ tools disables the trip wire, and a check with a total of 5 or lower
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
magic spell or similar effect reveals an aura of abjuration magic around each statue. Any examination of the plinths reveals that each statue is set on a rotating, spring-loaded gear. If the statue
the golem to attack. A character using thieves’ tools can pick the lock with a successful DC 20 Dexterity check. However, opening the chest by any means other than the silver key releases a cloud of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Door and Trap. A secret door in the east wall opens into area 40c. The 10-foot-square space in front of the secret door contains a polymorph trap (see “Polymorph Traps”).
A detect magic spell reveals
cloud, power word kill, power word stun, shapechange, telepathy, true polymorph, and wish. 40c. Arcturia’s Phylactery A niche in the north wall holds a small box made of purple crystal — Arcturia’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
cask is smashed open, the yellow mold releases a cloud of spores. Southern Casks. Two of these casks are rotted and empty. The wine name burned on each is Purple Grapemash No. 3. The middle one is
home to a purplish black pudding that bursts forth if the cask is broken open. Fortunes of Ravenloft If your card reading reveals that a treasure is here, it is inside one of the empty casks along the north wall, hidden there by Cyrus Belview.






