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Returning 35 results for 'both behalf direction continue removed'.
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Equipment
When you open the door to this white-furred, red-eyed rat’s cage, they point their nose in the direction of the nearest magic item, if any, within 30 feet of them that isn’t being worn or
carried by another creature. They continue pointing their nose at that item for 1 minute or until you shut the cage door. After pointing at a magic item, the rat refuses to do so again until they consume a piece of cheese worth at least 10 gp.
Monsters
Mythic Odysseys of Theros
can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path
continue to flock around the demon, offering fealty and squabbling for scraps.
Some foul souls can't let go of the miserable lives they had. Having been despicable in life, these spirits fester in death
Magic Items
Storm King's Thunder
a particular cloud castle, allowing you to control that castle’s altitude and movement while the orb is inside the castle. If the orb is destroyed or removed from its castle, the castle’s
speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its direction. If this movement brings the castle
Magic Items
Lost Laboratory of Kwalish
object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is
Monsters
Icewind Dale: Rime of the Frostmaiden
vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack
hours.When a gnoll’s ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy.
A gnoll vampire is a savage predator
Monsters
Mordenkainen Presents: Monsters of the Multiverse
−5, the object is destroyed. The penalty on an object can be removed by the mending spell.
Spellcasting. Juiblex casts one of the following spells, requiring no material components and using Wisdom
the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for
Monsters
Waterdeep: Dungeon of the Mad Mage
or an archway previously removed in this way.
Halaster deactivates or reactivates one of Undermountain’s magic gates. The gate must be within 120 feet of him.
Regional Effects
When Halaster
ghostly, 1-foot-diameter humanoid eye surrounded by motes of light. The sensor is stationary, though Halaster can reorient the eye to face in any direction. Halaster can see through the eye as though he
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
) check, they can convince the agents that they’re attempting to destroy the book on the queen’s behalf, buying them time to continue their investigations.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
) check, they can convince the agents that they’re attempting to destroy the book on the queen’s behalf, buying them time to continue their investigations.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
) check, they can convince the agents that they’re attempting to destroy the book on the queen’s behalf, buying them time to continue their investigations.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Running This Chapter This chapter begins with an overview of the city of Kalaman. After familiarizing yourself with the “Kalaman Gazetteer” section, continue the adventure with the characters and
. The military provides the support and direction necessary to face the Red Dragon Army and its supernatural allies for the rest of the adventure.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Running This Chapter This chapter begins with an overview of the city of Kalaman. After familiarizing yourself with the “Kalaman Gazetteer” section, continue the adventure with the characters and
. The military provides the support and direction necessary to face the Red Dragon Army and its supernatural allies for the rest of the adventure.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Running This Chapter This chapter begins with an overview of the city of Kalaman. After familiarizing yourself with the “Kalaman Gazetteer” section, continue the adventure with the characters and
. The military provides the support and direction necessary to face the Red Dragon Army and its supernatural allies for the rest of the adventure.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
do so within the Nine Hells, where it’s closer to the infernal hierarchy and can more easily channel its power. Elsewhere in the multiverse, most devils are too removed from their power structure to
behalf. A character can also contact an archdevil by killing a chaotic- or good-aligned humanoid and praying to the archdevil over the course of 1 hour. The archdevil hears the character’s prayer and can
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
do so within the Nine Hells, where it’s closer to the infernal hierarchy and can more easily channel its power. Elsewhere in the multiverse, most devils are too removed from their power structure to
behalf. A character can also contact an archdevil by killing a chaotic- or good-aligned humanoid and praying to the archdevil over the course of 1 hour. The archdevil hears the character’s prayer and can
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
do so within the Nine Hells, where it’s closer to the infernal hierarchy and can more easily channel its power. Elsewhere in the multiverse, most devils are too removed from their power structure to
behalf. A character can also contact an archdevil by killing a chaotic- or good-aligned humanoid and praying to the archdevil over the course of 1 hour. The archdevil hears the character’s prayer and can
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
8. Stonecarver’s Cave Characters must scale a 10-foot-high ledge to reach this cave, regardless of the direction from which they approach. Light from a single torch reflects off gem deposits in the
using picks and similar tools. A character who spends 1 hour doing so excavates 100 gp worth of uncut gems. The cave holds 15,000 gp worth of uncut gemstones. The walls are bare once all of the gemstones are removed.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
8. Stonecarver’s Cave Characters must scale a 10-foot-high ledge to reach this cave, regardless of the direction from which they approach. Light from a single torch reflects off gem deposits in the
using picks and similar tools. A character who spends 1 hour doing so excavates 100 gp worth of uncut gems. The cave holds 15,000 gp worth of uncut gemstones. The walls are bare once all of the gemstones are removed.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
8. Stonecarver’s Cave Characters must scale a 10-foot-high ledge to reach this cave, regardless of the direction from which they approach. Light from a single torch reflects off gem deposits in the
using picks and similar tools. A character who spends 1 hour doing so excavates 100 gp worth of uncut gems. The cave holds 15,000 gp worth of uncut gemstones. The walls are bare once all of the gemstones are removed.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
direction as the characters and are eager to travel with the party, both for company and protection. The dancer is kind-hearted but has an over-the-top stage persona they rarely let slip. In return, they
offer to be the characters’ guide and good luck charm on the road. Even if the characters don’t accept Ollin’s company, the performer is traveling in the same direction and tags along anyway. Ollin
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Skeletal Alchemist This undead retains enough of its former self to continue its alchemical work, often on behalf of necromancers or other sinister patrons. It toils in a dark laboratory (such as the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Skeletal Alchemist This undead retains enough of its former self to continue its alchemical work, often on behalf of necromancers or other sinister patrons. It toils in a dark laboratory (such as the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Skeletal Alchemist This undead retains enough of its former self to continue its alchemical work, often on behalf of necromancers or other sinister patrons. It toils in a dark laboratory (such as the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
direction as the characters and are eager to travel with the party, both for company and protection. The dancer is kind-hearted but has an over-the-top stage persona they rarely let slip. In return, they
offer to be the characters’ guide and good luck charm on the road. Even if the characters don’t accept Ollin’s company, the performer is traveling in the same direction and tags along anyway. Ollin
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
destroyed or removed from its castle, the castle’s altitude and location remain fixed until the orb is returned or replaced. As an action, you can cause one of the following effects to occur if you
are touching the orb: The castle moves at a speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
direction as the characters and are eager to travel with the party, both for company and protection. The dancer is kind-hearted but has an over-the-top stage persona they rarely let slip. In return, they
offer to be the characters’ guide and good luck charm on the road. Even if the characters don’t accept Ollin’s company, the performer is traveling in the same direction and tags along anyway. Ollin
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that starts its turn in the fog must succeed on a DC 20 Constitution saving throw or gain one level of exhaustion (see appendix A in the Player’s Handbook). This exhaustion can’t be removed while the
creature is in the fog. No matter how far a creature travels in the fog, or in which direction it goes, it gets turned around so that it eventually finds itself back in Barovia. The area within the fog is heavily obscured (see “Vision and Light” in chapter 8 of the Player’s Handbook).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
location by pointing to the appropriate hex on their map of Chult. Let the players determine what direction the party wants to go, and whether the party plans to move at a normal pace, a fast pace, or a
slow pace (see “Travel Distances” below). Let the players choose a navigator, then make a Wisdom (Survival) check on the navigator’s behalf to determine if the party becomes lost (see “Navigation
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
direction, you see a tiny symbol drawn on the wall in yellow chalk: a palm-sized circle with ten equidistant spokes radiating out from its circumference. The hideout of the Xanathar Guild operatives
who snatched up Floon is deep in the city’s labyrinthine sewers. At every location where characters must make a decision about which direction to go, a symbol scrawled in yellow chalk — a stylized
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
direction, you see a tiny symbol drawn on the wall in yellow chalk: a palm-sized circle with ten equidistant spokes radiating out from its circumference. The hideout of the Xanathar Guild operatives
who snatched up Floon is deep in the city’s labyrinthine sewers. At every location where characters must make a decision about which direction to go, a symbol scrawled in yellow chalk — a stylized
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
direction, you see a tiny symbol drawn on the wall in yellow chalk: a palm-sized circle with ten equidistant spokes radiating out from its circumference. The hideout of the Xanathar Guild operatives
who snatched up Floon is deep in the city’s labyrinthine sewers. At every location where characters must make a decision about which direction to go, a symbol scrawled in yellow chalk — a stylized
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that starts its turn in the fog must succeed on a DC 20 Constitution saving throw or gain one level of exhaustion (see appendix A in the Player’s Handbook). This exhaustion can’t be removed while the
creature is in the fog. No matter how far a creature travels in the fog, or in which direction it goes, it gets turned around so that it eventually finds itself back in Barovia. The area within the fog is heavily obscured (see “Vision and Light” in chapter 8 of the Player’s Handbook).
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
destroyed or removed from its castle, the castle’s altitude and location remain fixed until the orb is returned or replaced. As an action, you can cause one of the following effects to occur if you
are touching the orb: The castle moves at a speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that starts its turn in the fog must succeed on a DC 20 Constitution saving throw or gain one level of exhaustion (see appendix A in the Player’s Handbook). This exhaustion can’t be removed while the
creature is in the fog. No matter how far a creature travels in the fog, or in which direction it goes, it gets turned around so that it eventually finds itself back in Barovia. The area within the fog is heavily obscured (see “Vision and Light” in chapter 8 of the Player’s Handbook).
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
destroyed or removed from its castle, the castle’s altitude and location remain fixed until the orb is returned or replaced. As an action, you can cause one of the following effects to occur if you
are touching the orb: The castle moves at a speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its






