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Returning 35 results for 'both being dense combat removed'.
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Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
Monsters
Forgotten Realms: Adventures in Faerûn
, Wall of Force
1/Day Each: Befuddlement, Clone, Finger of Death, Mind Blank (cast before combat), SimulacrumProtective Magic. Manshoon casts Counterspell or Shield in response to the spell’s
knowledge of an even older version of himself. One of Manshoon’s enemies, Halaster Blackcloak, removed Manshoon’s left arm at the elbow. Manshoon now uses a mechanical prosthetic arm
Equipment
Combat
Utility
Whimsy
5
9
6
The silky, strong webs of the spindle leg spiders are woven in thick hammock-like nets under bushes and in dense tall grass. The webs are strong
Spells
Xanathar's Guide to Everything
control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target
and any conditions removed.
You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.
Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Yuan-ti Malison (Type 3)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races.
Cold of Heart. Humanoid
are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they
Monsters
Waterdeep: Dungeon of the Mad Mage
, however, Halaster is alert and attentive to the activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself.As the
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
Magic Items
Tasha’s Cauldron of Everything
’t be removed while you are attuned to the teeth, and you can’t voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the
;green hags in a Green Hag (Coven Variant);coven
When you damage a target that hasn’t taken a turn in this combat, the target takes an extra 3d10 slashing damage from ghostly blades.
5
monsters
: dominate personᶜ, greater invisibilityᶜ, misleadᶜ, true seeing, weave entanglementᶜ *
*See Appendix B of of Heliana’s Guide to Monster Hunting: Part 2; bold indicates combat spell;ᶜ indicates
must succeed on a VDC Constitution saving throw or become poisoned until initiative count 20 on the next round. Until the fish are removed, the ground in the area is difficult terrain and a creature
monsters
each: dominate personᶜ, greater invisibilityᶜ, true seeing, weave entanglementᶜ *
*See Appendix B of of Heliana’s Guide to Monster Hunting: Part 2; bold indicates combat spell;ᶜ indicates
succeed on a VDC Constitution saving throw or become poisoned until initiative count 20 on the next round. Until the fish are removed, the ground in the area is difficult terrain and a creature in
monsters
each: dominate personᶜ, cannotripᶜ *, greater invisibilityᶜ, true seeing
*See Appendix B of of Heliana’s Guide to Monster Hunting: Part 2; bold indicates combat spell;ᶜ indicates
VDC Constitution saving throw or become poisoned until initiative count 20 on the next round. Until the fish are removed, the ground in the area is difficult terrain and a creature in this area has
classes
Basic Rules (2014)
by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a
violated, or a coup that removed you from a position of authority.
QUICK BUILD
You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength
classes
Basic Rules (2014)
the creature while he readies his bow.
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of
hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
Thanks to their familiarity with the wilds
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
strands become more dense as you move farther in.
Map 4.3: Lair of the Spider King The northeastern cave is the lair of the Spider King — a two-headed giant spider warped by demonic influences into a
the walls and ceiling, getting into position above creatures on the floor. The Spider King and the giant spiders fight to the death, but they don’t follow prey that flees. Development Sounds of combat here alert the duergar in area 7.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
strands become more dense as you move farther in.
Map 4.3: Lair of the Spider King The northeastern cave is the lair of the Spider King — a two-headed giant spider warped by demonic influences into a
the walls and ceiling, getting into position above creatures on the floor. The Spider King and the giant spiders fight to the death, but they don’t follow prey that flees. Development Sounds of combat here alert the duergar in area 7.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
strands become more dense as you move farther in.
Map 4.3: Lair of the Spider King The northeastern cave is the lair of the Spider King — a two-headed giant spider warped by demonic influences into a
the walls and ceiling, getting into position above creatures on the floor. The Spider King and the giant spiders fight to the death, but they don’t follow prey that flees. Development Sounds of combat here alert the duergar in area 7.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
each niche radiates an aura of abjuration magic under the scrutiny of a detect magic spell. If combat ensues here, the skulls start to chant in Abyssal. The skulls stop chanting when they are removed
from their niches or when combat ends. Each skull has AC 9, 1 hit point, and immunity to poison and psychic damage. As long as one or more skulls are chanting, all yuan-ti in the room gain the following
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
each niche radiates an aura of abjuration magic under the scrutiny of a detect magic spell. If combat ensues here, the skulls start to chant in Abyssal. The skulls stop chanting when they are removed
from their niches or when combat ends. Each skull has AC 9, 1 hit point, and immunity to poison and psychic damage. As long as one or more skulls are chanting, all yuan-ti in the room gain the following
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
each niche radiates an aura of abjuration magic under the scrutiny of a detect magic spell. If combat ensues here, the skulls start to chant in Abyssal. The skulls stop chanting when they are removed
from their niches or when combat ends. Each skull has AC 9, 1 hit point, and immunity to poison and psychic damage. As long as one or more skulls are chanting, all yuan-ti in the room gain the following
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can
when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
on a VDC Constitution saving throw or take Vdam necrotic damage and be afflicted by the [Tooltip Not Found] spell’s Veiled Lady fungus, (see Appendix B). Treasure: Purse. A purse can be removed from
glowing fungus that covers the floor. Hazard: Dense Infectious Spores. When the party first enters this area, each creature must make a Constitution saving throw against the Infectious Spores lair
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can
when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can
when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Vision and Light The most fundamental tasks of adventuring — noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few — rely heavily on a
, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Vision and Light The most fundamental tasks of adventuring — noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few — rely heavily on a
, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Vision and Light The most fundamental tasks of adventuring--noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few--rely heavily on a
, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A heavily obscured area--such as darkness, opaque fog, or dense foliage--blocks vision
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Vision and Light The most fundamental tasks of adventuring — noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few — rely heavily on a
, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Vision and Light The most fundamental tasks of adventuring--noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few--rely heavily on a
, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A heavily obscured area--such as darkness, opaque fog, or dense foliage--blocks vision
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Vision and Light The most fundamental tasks of adventuring--noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few--rely heavily on a
, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A heavily obscured area--such as darkness, opaque fog, or dense foliage--blocks vision
Compendium
- Sources->Dungeons & Dragons->Rrakkma
are slick because of the water and walking on them is normally no trouble. However, once combat begins, anyone charging across the floor must make a successful DC 15 Dexterity (Acrobatics) check or
slip and fall prone. The viscous fluid coats their hands, imposing disadvantage on their next weapon attack roll. This fluid can be removed by using an action to scrape off the character's hands
Compendium
- Sources->Dungeons & Dragons->Rrakkma
are slick because of the water and walking on them is normally no trouble. However, once combat begins, anyone charging across the floor must make a successful DC 15 Dexterity (Acrobatics) check or
slip and fall prone. The viscous fluid coats their hands, imposing disadvantage on their next weapon attack roll. This fluid can be removed by using an action to scrape off the character's hands
Compendium
- Sources->Dungeons & Dragons->Rrakkma
are slick because of the water and walking on them is normally no trouble. However, once combat begins, anyone charging across the floor must make a successful DC 15 Dexterity (Acrobatics) check or
slip and fall prone. The viscous fluid coats their hands, imposing disadvantage on their next weapon attack roll. This fluid can be removed by using an action to scrape off the character's hands
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
removed from battle. The group is reduced to half its original size with no losses on the opposing side. To determine whether a creature or group of creatures flees, make a DC 10 Wisdom saving throw for
further attempts to flee or surrender will be made. A failed saving throw isn’t always to the adventurers’ benefit. For example, an ogre that flees from combat might put the rest of the dungeon on alert or run off with treasure that the characters had hoped to plunder.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
is his residence. Far removed from their resting places, they have nowhere to go if their physical forms are destroyed. A drow vampire reduced to 72 hit points or fewer attempts to flee rather than
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
its tremorsense to detect intruders. As soon as a character passes by, the giant emerges from the wall and tries to shove that character into the pool of gorgon mud on its first turn in combat. It
creature that ends its turn in an area of gorgon mud must succeed on a DC 12 Constitution saving throw or be petrified. Gorgon mud removed from its pool becomes ordinary mud. The pool radiates an aura of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
its tremorsense to detect intruders. As soon as a character passes by, the giant emerges from the wall and tries to shove that character into the pool of gorgon mud on its first turn in combat. It
creature that ends its turn in an area of gorgon mud must succeed on a DC 12 Constitution saving throw or be petrified. Gorgon mud removed from its pool becomes ordinary mud. The pool radiates an aura of