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Returning 35 results for 'both before devoted correctly remove'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
Pack Rush. Each gnoll
most devoted followers gain the Gnashing Jaws action and the Rampage bonus action, while cult leaders gain the Aura of Bloodthirst trait.
Gnashing Jaws. Melee Weapon Attack: bonus to hit equal to
Monsters
The Book of Many Things
patrols the vilest swaths of the multiverse from atop its unholy vehicle, the Unborn Palanquin. This shambling collective is made up of thousands of mezzoloths devoted to their liege, who roams the Lower
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
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
that curse, a priest of Osybus can’t be certain that they will be reborn when they perish.
In an effort to rid themselves of this curse, they devoted themselves to the same Dark Powers with whom
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
flying rocking horse, modify the following boxed text to remove all mention of the horse: Creaking softly, a rocking horse moves back and forth near the door. Peeling paint covers its limbs, and its
correctly intuits that a horn once protruded from this depression. The rocking horse used to be a unicorn named Elidon until the hags of the Hourglass Coven turned it into an obedient Construct. If a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
flying rocking horse, modify the following boxed text to remove all mention of the horse: Creaking softly, a rocking horse moves back and forth near the door. Peeling paint covers its limbs, and its
correctly intuits that a horn once protruded from this depression. The rocking horse used to be a unicorn named Elidon until the hags of the Hourglass Coven turned it into an obedient Construct. If a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
flying rocking horse, modify the following boxed text to remove all mention of the horse: Creaking softly, a rocking horse moves back and forth near the door. Peeling paint covers its limbs, and its
correctly intuits that a horn once protruded from this depression. The rocking horse used to be a unicorn named Elidon until the hags of the Hourglass Coven turned it into an obedient Construct. If a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
them defend against raiders from Pirate Isle in the Sea of Fallen Stars. A cult devoted to Shar, an isolated remnant of the Netherese occupation, has lived on the island for some time. If the cult is
. As a result, they have hired mercenaries to remove the threat on the Abbey Isle, located between North Isle and Fire Island. The cult could be followers of Alphaks, inspiring Thyatian privateers to set out from Terentias and brave Minrothad territory to wipe out the renegade cult.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
them defend against raiders from Pirate Isle in the Sea of Fallen Stars. A cult devoted to Shar, an isolated remnant of the Netherese occupation, has lived on the island for some time. If the cult is
. As a result, they have hired mercenaries to remove the threat on the Abbey Isle, located between North Isle and Fire Island. The cult could be followers of Alphaks, inspiring Thyatian privateers to set out from Terentias and brave Minrothad territory to wipe out the renegade cult.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
them defend against raiders from Pirate Isle in the Sea of Fallen Stars. A cult devoted to Shar, an isolated remnant of the Netherese occupation, has lived on the island for some time. If the cult is
. As a result, they have hired mercenaries to remove the threat on the Abbey Isle, located between North Isle and Fire Island. The cult could be followers of Alphaks, inspiring Thyatian privateers to set out from Terentias and brave Minrothad territory to wipe out the renegade cult.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. With its enhanced knowledge, the sphinx can correctly answer almost any question. To simulate this around the table, you might challenge the players to stump you as the DM with a riddle or trivia
decrease by 1. This toll is magically extracted immediately, and manifests as another of the sphinx’s mechanical Ioun stone-like devices. This curse can be removed only by a remove curse spell cast by an
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. With its enhanced knowledge, the sphinx can correctly answer almost any question. To simulate this around the table, you might challenge the players to stump you as the DM with a riddle or trivia
decrease by 1. This toll is magically extracted immediately, and manifests as another of the sphinx’s mechanical Ioun stone-like devices. This curse can be removed only by a remove curse spell cast by an
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. With its enhanced knowledge, the sphinx can correctly answer almost any question. To simulate this around the table, you might challenge the players to stump you as the DM with a riddle or trivia
decrease by 1. This toll is magically extracted immediately, and manifests as another of the sphinx’s mechanical Ioun stone-like devices. This curse can be removed only by a remove curse spell cast by an
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Landro’s location descriptions provide suggestions. If you don’t want to ambush the characters with this encounter, it should occur in area L27. Glaive is devoted to her mission and fights the
bolt at a time. A creature can use its action to remove a serrated bolt lodged in itself or another creature within its reach; when the bolt is removed from a creature, that creature takes 5 (2d4
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
illusions and pyrotechnical special effects. Temple District The temples in the Temple District are devoted to various gods, faiths, and pantheons. The priests here are willing to cast helpful spells in
exchange for a donation in coins, gems, or art objects of a certain value, as noted in the Helpful Spells table. Helpful Spells Spell Donation Commune 1,000 gp Legend lore 1,500 gp Lesser restoration 150 gp Raise dead 2,000 gp Remove curse 250 gp Scrying 1,000 gp
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Landro’s location descriptions provide suggestions. If you don’t want to ambush the characters with this encounter, it should occur in area L27. Glaive is devoted to her mission and fights the
bolt at a time. A creature can use its action to remove a serrated bolt lodged in itself or another creature within its reach; when the bolt is removed from a creature, that creature takes 5 (2d4
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
illusions and pyrotechnical special effects. Temple District The temples in the Temple District are devoted to various gods, faiths, and pantheons. The priests here are willing to cast helpful spells in
exchange for a donation in coins, gems, or art objects of a certain value, as noted in the Helpful Spells table. Helpful Spells Spell Donation Commune 1,000 gp Legend lore 1,500 gp Lesser restoration 150 gp Raise dead 2,000 gp Remove curse 250 gp Scrying 1,000 gp
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Landro’s location descriptions provide suggestions. If you don’t want to ambush the characters with this encounter, it should occur in area L27. Glaive is devoted to her mission and fights the
bolt at a time. A creature can use its action to remove a serrated bolt lodged in itself or another creature within its reach; when the bolt is removed from a creature, that creature takes 5 (2d4
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
illusions and pyrotechnical special effects. Temple District The temples in the Temple District are devoted to various gods, faiths, and pantheons. The priests here are willing to cast helpful spells in
exchange for a donation in coins, gems, or art objects of a certain value, as noted in the Helpful Spells table. Helpful Spells Spell Donation Commune 1,000 gp Legend lore 1,500 gp Lesser restoration 150 gp Raise dead 2,000 gp Remove curse 250 gp Scrying 1,000 gp
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Hlam This venerable human monk lives in a cave halfway up the side of Mount Waterdeep. Hlam is the grand master of the Order of the Even-Handed, a small monastic group devoted to Tyr. Would-be
level (4 slots): detect evil and good, healing word, sanctuary, shield of faith
2nd level (3 slots): calm emotions, prayer of healing, silence
3rd level (2 slots): protection from energy, remove curse
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Hlam This venerable human monk lives in a cave halfway up the side of Mount Waterdeep. Hlam is the grand master of the Order of the Even-Handed, a small monastic group devoted to Tyr. Would-be
level (4 slots): detect evil and good, healing word, sanctuary, shield of faith
2nd level (3 slots): calm emotions, prayer of healing, silence
3rd level (2 slots): protection from energy, remove curse
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
put it to terrible use. Hook. An unassuming human merchant named Melchis (secretly a Chaotic Evil Fiend Cultist devoted to Iuz) hires the characters to escort him on an expedition to find an ancient
Contagions” in chapter 3). The Artifact can’t be removed from the character’s head until a Remove Curse spell is cast on the character. If the characters defeat Melchis and search him, they find a Bag of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
put it to terrible use. Hook. An unassuming human merchant named Melchis (secretly a Chaotic Evil Fiend Cultist devoted to Iuz) hires the characters to escort him on an expedition to find an ancient
Contagions” in chapter 3). The Artifact can’t be removed from the character’s head until a Remove Curse spell is cast on the character. If the characters defeat Melchis and search him, they find a Bag of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
put it to terrible use. Hook. An unassuming human merchant named Melchis (secretly a Chaotic Evil Fiend Cultist devoted to Iuz) hires the characters to escort him on an expedition to find an ancient
Contagions” in chapter 3). The Artifact can’t be removed from the character’s head until a Remove Curse spell is cast on the character. If the characters defeat Melchis and search him, they find a Bag of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Hlam This venerable human monk lives in a cave halfway up the side of Mount Waterdeep. Hlam is the grand master of the Order of the Even-Handed, a small monastic group devoted to Tyr. Would-be
level (4 slots): detect evil and good, healing word, sanctuary, shield of faith
2nd level (3 slots): calm emotions, prayer of healing, silence
3rd level (2 slots): protection from energy, remove curse
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike
of the slain on these spikes. If Yeenoghu dies, these effects fade over the course of 1d10 days. Cultists of Yeenoghu Yeenoghu grants special abilities to his cultists. His most devoted followers gain
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike
of the slain on these spikes. If Yeenoghu dies, these effects fade over the course of 1d10 days. Cultists of Yeenoghu Yeenoghu grants special abilities to his cultists. His most devoted followers gain
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike
of the slain on these spikes. If Yeenoghu dies, these effects fade over the course of 1d10 days. Cultists of Yeenoghu Yeenoghu grants special abilities to his cultists. His most devoted followers gain
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Characters spot the slimy trail of a flail snail (see Tomb of Annihilation or Volo’s Guide to Monsters). If they decide to follow it, a successful DC 10 Wisdom (Survival) check correctly deduces which
Handling) check can remove a calm snake from the container without causing it to attack or fly away. Geonids Geonids live in mountain caves, but they can be encountered anywhere on the island. If the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Characters spot the slimy trail of a flail snail (see Tomb of Annihilation or Volo’s Guide to Monsters). If they decide to follow it, a successful DC 10 Wisdom (Survival) check correctly deduces which
Handling) check can remove a calm snake from the container without causing it to attack or fly away. Geonids Geonids live in mountain caves, but they can be encountered anywhere on the island. If the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Chests are 10 feet long, 6 feet wide, and 7 feet tall with frozen lids. A lid must be thawed to remove it, or one can be pried open with a successful DC 12 Strength (Athletics) check. (Using a crowbar or
assembly instructions and can read Dethek (or has someone who can translate). If the check succeeds, the clockwork mule is assembled correctly. If the check fails, the character ends up with one or more
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, and opinions. While cursed in this way, the wearer is unwilling to part with the ring. A Remove Curse spell or similar magic breaks the curse. P14d. Characters who have a passive Wisdom (Perception
characters don’t answer correctly, she will eat them. The characters need to accept or decline the offer before knowing the riddle. Sphinx’s Riddle. Senenura’s riddle is as follows: “Too much, and you wither
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, and opinions. While cursed in this way, the wearer is unwilling to part with the ring. A Remove Curse spell or similar magic breaks the curse. P14d. Characters who have a passive Wisdom (Perception
characters don’t answer correctly, she will eat them. The characters need to accept or decline the offer before knowing the riddle. Sphinx’s Riddle. Senenura’s riddle is as follows: “Too much, and you wither
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, and opinions. While cursed in this way, the wearer is unwilling to part with the ring. A Remove Curse spell or similar magic breaks the curse. P14d. Characters who have a passive Wisdom (Perception
characters don’t answer correctly, she will eat them. The characters need to accept or decline the offer before knowing the riddle. Sphinx’s Riddle. Senenura’s riddle is as follows: “Too much, and you wither
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) check can correctly surmise that a single enormous creature did all the damage. If the check succeeds by 5 or more, the character can confirm that the marks were made by a dragon’s claws. Entering
the Captain’s Cabin. The door to area D8 is covered in a thick layer of ice, which the characters need to remove if they want to get inside. Using a miner’s pick or similar tool, a character can chip
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Chests are 10 feet long, 6 feet wide, and 7 feet tall with frozen lids. A lid must be thawed to remove it, or one can be pried open with a successful DC 12 Strength (Athletics) check. (Using a crowbar or
assembly instructions and can read Dethek (or has someone who can translate). If the check succeeds, the clockwork mule is assembled correctly. If the check fails, the character ends up with one or more






