Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both bit dash current removed'.
Other Suggestions:
both bit dawn current removed
both bit dark current remove
both bit death currents removed
body bit dawn currently removed
both bit death current removed
Magic Items
Dungeon Master’s Guide
. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the
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
Monsters
Forgotten Realms: Adventures in Faerûn
. That Manshoon is dead, and the current Manshoon is one of the original’s many clones. Being a magical copy rather than an original doesn’t make Manshoon any less of a threat, as he’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
Giant Octopus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Octopus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Monsters
Out of the Abyss
ink extends all around the rocktopus. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the rocktopus can use the Dash action as a bonus action.
Monsters
Baldur’s Gate: Descent into Avernus
Cunning Action. On each of her turns in combat, Nine-Fingers can use a bonus action to take the Dash, Disengage, or Hide action.
Dagger Thrower. Nine-Fingers adds double her proficiency bonus to the
be able to see the attacker.The current leader of the Guild, Nine-Fingers Keene, disdains flashy garb and illusion magic. She appears to the world as she is: an unassuming woman of middling age and
Monsters
Van Richten’s Guide to Ravenloft
achievement, Elise is a confused, frustrated soul who never wished for her current circumstances.
Elise’s heart has been replaced with the Unbreakable Heart. If this device is removed, Elise dies
Infernal Tack
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Mordenkainen’s Tome of Foes
A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears
the spurs until the wearer dies or the tack is removed.
You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The
Magic Items
Mordenkainen Presents: Monsters of the Multiverse
A rider binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, and stirrups, along with spurs that are worn by the rider. A nightmare equipped with
infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed.
You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash
action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the
Spells
Xanathar's Guide to Everything
Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no
lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means
Monsters
Mordenkainen's Fiendish Folio Volume 1
unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.
Keen Hearing. The dire corby has advantage on Wisdom (Perception) checks that rely on
. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their
Magic Items
Quests from the Infinite Staircase
short or long rest. Once added, fuel can’t be removed from the lantern’s base.
The lantern’s flame can’t be extinguished by any means other than running out of fuel. If the
Lenses table. The gem lenses can’t be removed from the lantern.
As an action while holding the lantern, you can burn some of the lantern’s fuel to cast a spell (save DC 20) through one or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dash When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up
to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dash [Action] When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can
move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash. If you have a special speed, such as a Fly Speed or Swim
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dash [Action] When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can
move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash. If you have a special speed, such as a Fly Speed or Swim
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dash When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up
to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dash When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up
to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dash [Action] When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can
move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash. If you have a special speed, such as a Fly Speed or Swim
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dash When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up
to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dash [Action] When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can
move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash. If you have a special speed, such as a Fly Speed or Swim
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dash [Action] When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can
move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash. If you have a special speed, such as a Fly Speed or Swim
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dash When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up
to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dash [Action] When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a Speed of 30 feet, for example, you can
move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash. If you have a special speed, such as a Fly Speed or Swim
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dash When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up
to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Actions
For the rest of the turn, give yourself extra movement equal to your Speed.When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying
any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
whom are described below. Proconsul Gadaric Main Gadaric is Andru’s chief advisor. His appearance is that of the stereotypical elderly court wizard. He is hot-headed and a bit unreliable. Captain
Mahaxara Khal Mahaxara, the current captain of the Royal Guard, is tall and athletic. She has snake tattoos adorning her arms. She is unflinchingly loyal to House Cozar, though she has no appetite for courtly politics.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
whom are described below. Proconsul Gadaric Main Gadaric is Andru’s chief advisor. His appearance is that of the stereotypical elderly court wizard. He is hot-headed and a bit unreliable. Captain
Mahaxara Khal Mahaxara, the current captain of the Royal Guard, is tall and athletic. She has snake tattoos adorning her arms. She is unflinchingly loyal to House Cozar, though she has no appetite for courtly politics.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
location might be dangerous. Although Dean Tullus didn’t run into any problems there, it’s likely that Murgaxor led her to the orb and removed any threats that might impede his plan to manipulate her
. Indeed, the Fortress Badlands have become a haven for acolytes of Murgaxor’s teachings and their thralls. As the faculty suspects, the badlands contain information that can lead the characters to Murgaxor’s location. However, the party must first bypass or defeat the current residents.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
location might be dangerous. Although Dean Tullus didn’t run into any problems there, it’s likely that Murgaxor led her to the orb and removed any threats that might impede his plan to manipulate her
. Indeed, the Fortress Badlands have become a haven for acolytes of Murgaxor’s teachings and their thralls. As the faculty suspects, the badlands contain information that can lead the characters to Murgaxor’s location. However, the party must first bypass or defeat the current residents.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
location might be dangerous. Although Dean Tullus didn’t run into any problems there, it’s likely that Murgaxor led her to the orb and removed any threats that might impede his plan to manipulate her
. Indeed, the Fortress Badlands have become a haven for acolytes of Murgaxor’s teachings and their thralls. As the faculty suspects, the badlands contain information that can lead the characters to Murgaxor’s location. However, the party must first bypass or defeat the current residents.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
whom are described below. Proconsul Gadaric Main Gadaric is Andru’s chief advisor. His appearance is that of the stereotypical elderly court wizard. He is hot-headed and a bit unreliable. Captain
Mahaxara Khal Mahaxara, the current captain of the Royal Guard, is tall and athletic. She has snake tattoos adorning her arms. She is unflinchingly loyal to House Cozar, though she has no appetite for courtly politics.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
her key starts turning again. Whenever Skabatha loses her temper and turns violent, 1d3 redcaps sprout in her garden (see area L15 and “Skabatha’s Minions” below). The key can’t be removed from
Skabatha’s back while she lives, and it serves no function in the adventure other than to reflect her current mood.






