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Returning 35 results for 'both bottom driven current remove'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
cloud giants in the ordning—the set of values and expectations that determines their rank in giant society—is driven by wealth. Those cloud giants foolish or unlucky enough to have their
treasure plundered fall to the bottom of the ordning, becoming outcasts known as fog giants. Cut off from their proper place in society, they become raiders and marauders who seek to reclaim their
magic-items
current environment; in this case, the DM may draw your attention to this object or person.
While the eye is uncovered, you gain the following benefits.
Always Vigilant. The eye remains watchful while
(Perception) or Intelligence (Investigation) check involving sight, you can roll 1d4 and add the number rolled to the ability check.
Symbiotic Nature. Once you attune to this symbiote, you can’t remove it unless you are targeted by a Remove Curse spell or similar magic.
Monsters
Icewind Dale: Rime of the Frostmaiden
the god’s divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the
invincible while underestimating her mortal enemies, even in her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her
Monsters
The Wild Beyond the Witchlight
will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day: awaken (as an action), plane shift (self only)Skabatha is the oldest member of the
eyelashes. Underneath her makeup, her flesh is textured like rotten bark and infested with wood lice and fungus. The windup key sticking out of her back is a part of her body and no easier to remove than one
Monsters
Strixhaven: A Curriculum of Chaos
: detect magic
2/day each: dispel magic, mage armor, remove curse, sending
1/day each: power word stun, scrying (as an action), wall of force
Teleport. The Oracle teleports, along with any
.
The current Oracle is an elderly human named Jadzi. A graduate of Quandrix College, Jadzi has since expanded her studies to encompass all disciplines of spellcasting, tempering the mathematical abstractions she wielded at Strixhaven with benevolent divination and a return to the basics of magic itself.
Backgrounds
Guildmasters’ Guide to Ravnica
you can work your way into a more prominent position.
Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value
-ridden wretches at the bottom. You fall somewhere between those extremes, so you might behave with the arrogance of the very rich or the humility of the impoverished.
Personality Traits
d8
Species
Spelljammer: Adventures in Space
divine beings who created giff have likewise been forgotten. Their titanic petrified bodies drift on the Astral Sea, isolated and unrecognizable in their current forms.
Although they don’t realize
DM is free to add or remove languages from that list for a particular campaign.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that
Monsters
The Wild Beyond the Witchlight
as the spellcasting ability (spell save DC 14):
At will: detect magic
2/day each: create food and water, polymorph, remove curse
1/day: plane shift (self only)Younger than Skabatha and older than
time: one reflects the past, another reflects the present, and the third reflects the future. These hags are utter wickedness distilled into corporeal forms, driven by a lust for secrets that can be
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;s petrified flesh came back to life as morkoths: tentacled monstrosities brimming with malice and greed.
Morkoths are driven by greed and selfishness mixed with a yearning for conflict. They hoard
most harmful external effects—one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth’s island might be found anywhere from the bottom of the
Magic Items
The Book of Many Things
*Found only in a deck with twenty-two cards.
Beginning. Your hit point maximum and current hit points increase by 2d10. Your hit point maximum remains increased in this way for the next 8 hours
energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
End. This card is an omen of
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of
rage against their enemies. They simply observe and react as a situation warrants.
Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its
hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its
hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
such as a cure wounds spell or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s
hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
such as a cure wounds spell or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s
hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
such as a cure wounds spell or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s
hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its
hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
the first time on a turn or starts its turn there, it must succeed on a DC 15 Strength saving throw or be carried 10 feet in the direction of the current, as indicated by arrows on the Plunging
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
the first time on a turn or starts its turn there, it must succeed on a DC 15 Strength saving throw or be carried 10 feet in the direction of the current, as indicated by arrows on the Plunging
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
the first time on a turn or starts its turn there, it must succeed on a DC 15 Strength saving throw or be carried 10 feet in the direction of the current, as indicated by arrows on the Plunging
Monsters
Curse of Strahd
.
Stake to the Heart. If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.
Sunlight Hypersensitivity. While
target fails a DC 17 Charisma saving throw, its shadow detaches from it and becomes a shadow that obeys Strahd’s commands, acting on initiative count 20. A greater restoration spell or a remove
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
by binding the current barons and monarchs to their will or by tearing down the current systems and creating something new. In stories driven by action, the Aurum can fund expeditions to exotic lands
and use magical doomsday devices to hold cities for ransom. In adventures driven by intrigue, the Aurum provides an opportunity to explore the lure of gold, and how far the characters might go in the service of an amoral patron.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
22. Sinkhole This portion of the caldera collapsed into an underground cavity ages ago to form a large sinkhole. The only current member of the Cult of the Dragon who is aware that a branch of a lava
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
22. Sinkhole This portion of the caldera collapsed into an underground cavity ages ago to form a large sinkhole. The only current member of the Cult of the Dragon who is aware that a branch of a lava
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
22. Sinkhole This portion of the caldera collapsed into an underground cavity ages ago to form a large sinkhole. The only current member of the Cult of the Dragon who is aware that a branch of a lava
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
22. Sinkhole This portion of the caldera collapsed into an underground cavity ages ago to form a large sinkhole. The only current member of the Cult of the Dragon who is aware that a branch of a lava
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
22. Sinkhole This portion of the caldera collapsed into an underground cavity ages ago to form a large sinkhole. The only current member of the Cult of the Dragon who is aware that a branch of a lava
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
22. Sinkhole This portion of the caldera collapsed into an underground cavity ages ago to form a large sinkhole. The only current member of the Cult of the Dragon who is aware that a branch of a lava
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
by binding the current barons and monarchs to their will or by tearing down the current systems and creating something new. In stories driven by action, the Aurum can fund expeditions to exotic lands
and use magical doomsday devices to hold cities for ransom. In adventures driven by intrigue, the Aurum provides an opportunity to explore the lure of gold, and how far the characters might go in the service of an amoral patron.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
by binding the current barons and monarchs to their will or by tearing down the current systems and creating something new. In stories driven by action, the Aurum can fund expeditions to exotic lands
and use magical doomsday devices to hold cities for ransom. In adventures driven by intrigue, the Aurum provides an opportunity to explore the lure of gold, and how far the characters might go in the service of an amoral patron.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is
don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Top to Bottom: Slippers of Spider Climbing, Shield
of Missile Attraction, and Spellguard Shield
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is
don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Top to Bottom: Slippers of Spider Climbing, Shield
of Missile Attraction, and Spellguard Shield
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is
don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Top to Bottom: Slippers of Spider Climbing, Shield
of Missile Attraction, and Spellguard Shield
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Drider A drider driven mad by the wailing winds covers its ears in a futile attempt to block out the noise. When the characters enter the room, it begins shrieking, “Make it stop!” in Elvish. If the
. The river’s current is not particularly strong, and characters can easily make their way upriver to area 9 to find the “pirate booty.”
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities
prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound






