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Returning 35 results for 'both binding distance convert removed'.
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Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
Monsters
Eberron: Rising from the Last War
magical effects.Multiattack. The quori makes two Soul Binding attacks. Alternatively, it can make four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +13;{"diceNotation":"1d20+13
"} force damage.
Soul Binding. Melee Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Soul Binding"} to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7);{"diceNotation":"4d10+7
Aboleth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s
skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher
Monsters
Tales from the Yawning Portal
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed
by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed
Magic Items
Eberron: Rising from the Last War
magical and nonmagical, to a distance of 120 feet.
Spells. The crown has 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it
charges), sleep (1 charge), slow (3 charges), telekinesis (5 charges).
The crown regains 1d6 + 3 expended charges daily at dawn.
Symbiotic Nature. The crown can’t be removed from you while you
Demonomicon of Iggwilv
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Tasha’s Cauldron of Everything
how many pages are removed, and it longs to be more than mere reference material.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables
spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to layers of the Abyss only; 3 charges), summon fiend (3
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Entering into a Deal Despite their thirst for trapping mortal souls in binding contracts, devils can enter into deals only in specific circumstances. The easiest way for a devil to forge a deal is to
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Entering into a Deal Despite their thirst for trapping mortal souls in binding contracts, devils can enter into deals only in specific circumstances. The easiest way for a devil to forge a deal is to
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Entering into a Deal Despite their thirst for trapping mortal souls in binding contracts, devils can enter into deals only in specific circumstances. The easiest way for a devil to forge a deal is to
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Magic Items (W) Wand of Binding Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you
you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Magic Items (W) Wand of Binding Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you
you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Magic Items (W) Wand of Binding Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you
you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
skull. While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Spells. The crown has 10 charges. While wearing it, you can use an action to
Nature. The crown can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
skull. While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Spells. The crown has 10 charges. While wearing it, you can use an action to
Nature. The crown can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of Yeenoghu with 2d6 + 3 gnolls 11–15 2d4 displacer beasts 16–20 1d6 + 2 veterans 21–25 A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool. 26–30
1d4 gorgons 68–69 1d3 shambling mounds 70–71 1 treant 72–73 1d4 unicorns 74–75 1d6 + 2 weretigers 76–80 Peals of silvery laughter that echo from a distance 81–82 1 guardian naga 83–84 1 young gold
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
skull. While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Spells. The crown has 10 charges. While wearing it, you can use an action to
Nature. The crown can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of Yeenoghu with 2d6 + 3 gnolls 11–15 2d4 displacer beasts 16–20 1d6 + 2 veterans 21–25 A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool. 26–30
1d4 gorgons 68–69 1d3 shambling mounds 70–71 1 treant 72–73 1d4 unicorns 74–75 1d6 + 2 weretigers 76–80 Peals of silvery laughter that echo from a distance 81–82 1 guardian naga 83–84 1 young gold
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of Yeenoghu with 2d6 + 3 gnolls 11–15 2d4 displacer beasts 16–20 1d6 + 2 veterans 21–25 A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool. 26–30
1d4 gorgons 68–69 1d3 shambling mounds 70–71 1 treant 72–73 1d4 unicorns 74–75 1d6 + 2 weretigers 76–80 Peals of silvery laughter that echo from a distance 81–82 1 guardian naga 83–84 1 young gold
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material. Random Properties. The artifact has the following random
1 or more of its charges to cast one of the following spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material. Abyssal Lore. You can reference the Demonomicon whenever you make an Intelligence check to
Binding targeting a Fiend, the spell is cast at level 9, regardless of what level spell slot you used, if any. Additionally, the Fiend has Disadvantage on its saving throw against the spell. Fiendish
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material. Random Properties. The artifact has the following random
1 or more of its charges to cast one of the following spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material. Random Properties. The artifact has the following random
1 or more of its charges to cast one of the following spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
), have managed to convert a defunct catapult into a gnomeflinger (see appendix A). They created it to help get soldiers into the field or city rapidly, but thus far no commanders have incorporated the
. Once the characters are ready, the gnomes happily launch the characters one by one from the southwest city wall and over the Dragon Army forces below. After flying several hundred feet, the characters land a short distance from the tree line and Hawker’s Grove.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
), have managed to convert a defunct catapult into a gnomeflinger (see appendix A). They created it to help get soldiers into the field or city rapidly, but thus far no commanders have incorporated the
. Once the characters are ready, the gnomes happily launch the characters one by one from the southwest city wall and over the Dragon Army forces below. After flying several hundred feet, the characters land a short distance from the tree line and Hawker’s Grove.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
), have managed to convert a defunct catapult into a gnomeflinger (see appendix A). They created it to help get soldiers into the field or city rapidly, but thus far no commanders have incorporated the
. Once the characters are ready, the gnomes happily launch the characters one by one from the southwest city wall and over the Dragon Army forces below. After flying several hundred feet, the characters land a short distance from the tree line and Hawker’s Grove.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Towers and siege engines bristle across these rising walls, and even from a distance, you can make out regimented patrols of armored figures. Simple structures and homes squeeze between the town’s
Shu they don’t intend to attack Rigus. Shu’s demand to remove the walking castle is nonnegotiable, though, and the distance he insists on is a day’s travel away. The Castellan can drop the characters
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Towers and siege engines bristle across these rising walls, and even from a distance, you can make out regimented patrols of armored figures. Simple structures and homes squeeze between the town’s
Shu they don’t intend to attack Rigus. Shu’s demand to remove the walking castle is nonnegotiable, though, and the distance he insists on is a day’s travel away. The Castellan can drop the characters
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Towers and siege engines bristle across these rising walls, and even from a distance, you can make out regimented patrols of armored figures. Simple structures and homes squeeze between the town’s
Shu they don’t intend to attack Rigus. Shu’s demand to remove the walking castle is nonnegotiable, though, and the distance he insists on is a day’s travel away. The Castellan can drop the characters
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to
a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the serpent folk were left in the ruins of their great capitals, far removed from other races. Cold of Heart. Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an
answers the prayers of Merrshaulk’s followers, as his priests convert or consume Merrshaulk’s more stubborn adherents.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to
a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the serpent folk were left in the ruins of their great capitals, far removed from other races. Cold of Heart. Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an
answers the prayers of Merrshaulk’s followers, as his priests convert or consume Merrshaulk’s more stubborn adherents.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to
a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the serpent folk were left in the ruins of their great capitals, far removed from other races. Cold of Heart. Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an
answers the prayers of Merrshaulk’s followers, as his priests convert or consume Merrshaulk’s more stubborn adherents.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, balloon-like fungus that resembles a beholder from a distance, though its true nature becomes increasingly obvious as one approaches it. The monster possesses a blind central “eye” and rhizome
creature’s Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that