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Returning 35 results for 'brothers both diffusing carries remove'.
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brothers both diffusing carried remove
Monsters
Waterdeep: Dragon Heist
. Kaevja carries a elemental gem (yellow diamond);yellow elemental gem. In battle, Kaevja breaks the elemental gem, summoning an earth elemental and commanding it to attack her enemies.Dagger. Melee or
accepted her, Manshoon forced her to remove her distinctive Thayan head tattoos and to trade in her Red Wizard robes for black ones.
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
remove opposition or exile weaker or unpopular members to keep the rest of the gang strong. Fortunately for the race as a whole, even young and elderly bugbears have the ability to survive alone in the
deities who are brothers, Hruggek and Grankhul. Hruggek is the fearsome elder sibling, possessed of legendary might and prowess in battle. Bugbears believe their strength and bravery come from him
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is
of existence, such as Carceri, where they are a menace. Each vargouille carries a disease that creates more of its kind; a flock of vargouilles on the wing is a plague of chaos and evil.
Swarms of
Monsters
Waterdeep: Dungeon of the Mad Mage
to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy lord targets one creature it can see within 60
, or its concentration is broken (as if concentrating on a spell). Any equipment the mummy lord wears or carries is invisible with it.The mummy lord can take 3 legendary actions, choosing from the
Ancient Green Dragon
Legacy
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Monsters
Basic Rules (2014)
breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald
described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast
above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are
Monsters
Curse of Strahd
Special Equipment. In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding, and he carries a spell scroll of raise dead.
Spellcasting. Rictavio is a 9th-level
): augury, lesser restoration, protection from poison
3rd level (3 slots): magic circle, remove curse, speak with dead
4th level (3 slots): death ward, freedom of movement
5th level (1 slot): dispel
Monsters
Tomb of Annihilation
Special Equipment. Acererak carries the Staff of the Forgotten One. He wears a talisman of the sphere and has a sphere of annihilation under his control.
Legendary Resistance (3/Day). If Acererak
has vulnerability to necrotic damage. Greater Restoration, remove curse or similar magic ends the curse on the target.Acererak can take 3 legendary actions, choosing from the options below. Only one
Monsters
Icewind Dale: Rime of the Frostmaiden
Special Equipment. Vellynne wears bracers of defense and carries a wand of magic missiles (see “Actions” below).
Spellcasting. Vellynne is an 8th-level spellcaster. Her spellcasting
’s blood on the title page. The tome contains the spells Vellynne has prepared plus the following additional spells: bestow curse, blindness/deafness, false life, find familiar, magic weapon, polymorph, protection from evil and good, remove curse, shield, and Tenser's floating disk.
Magic Items
Infernal Machine Rebuild
Ruinblade is a unique weapon possessed by Moghadam, the architect of the Tomb of Horrors. A symbol of his authority, Moghadam carries the weapon during the time frame of the adventure to intimidate
property of the weapon can’t be used until dawn seven days later.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
hideout.
Sunset, Day 2: The Shattergang Brothers hear about Krenko’s escape and mobilize to find him. Falish leaves a cache of weapons at a drop point on Foundry Street, and a goblin carries the
weapons back to Krenko’s hideout.
Late Evening, Day 2: Explosions rock Foundry Street as the Shattergang Brothers start violently coercing citizens who are known to have dealings with Krenko. The Lyev
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
hideout.
Sunset, Day 2: The Shattergang Brothers hear about Krenko’s escape and mobilize to find him. Falish leaves a cache of weapons at a drop point on Foundry Street, and a goblin carries the
weapons back to Krenko’s hideout.
Late Evening, Day 2: Explosions rock Foundry Street as the Shattergang Brothers start violently coercing citizens who are known to have dealings with Krenko. The Lyev
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
hideout.
Sunset, Day 2: The Shattergang Brothers hear about Krenko’s escape and mobilize to find him. Falish leaves a cache of weapons at a drop point on Foundry Street, and a goblin carries the
weapons back to Krenko’s hideout.
Late Evening, Day 2: Explosions rock Foundry Street as the Shattergang Brothers start violently coercing citizens who are known to have dealings with Krenko. The Lyev
Monsters
Divine Contention
trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every
plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the
Monsters
Storm King's Thunder
reaches the forest floor carries an emerald green cast, and every sound seems muffled.
At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an
magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ledge, 6 feet above the water. They are brothers named Varaun and Veszdar. If one is killed, the other flees and alerts the drow in area 20. 16b. South Ledge Hidden atop this 8-foot-high ledge are two
male drow named Molkoth and Quilolvir and a female drow elite warrior named Meridin Helvirae. Meridin commands this guard post. She carries a 30-foot-long coil of spider silk rope tied to a grappling
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ledge, 6 feet above the water. They are brothers named Varaun and Veszdar. If one is killed, the other flees and alerts the drow in area 20. 16b. South Ledge Hidden atop this 8-foot-high ledge are two
male drow named Molkoth and Quilolvir and a female drow elite warrior named Meridin Helvirae. Meridin commands this guard post. She carries a 30-foot-long coil of spider silk rope tied to a grappling
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ledge, 6 feet above the water. They are brothers named Varaun and Veszdar. If one is killed, the other flees and alerts the drow in area 20. 16b. South Ledge Hidden atop this 8-foot-high ledge are two
male drow named Molkoth and Quilolvir and a female drow elite warrior named Meridin Helvirae. Meridin commands this guard post. She carries a 30-foot-long coil of spider silk rope tied to a grappling
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
20. Priests’ Quarters The door to this room is locked, requiring thieves’ tools and a successful DC 15 Dexterity check to open. Nezznar (area 19) carries the key. Unless the characters are being
), but Nezznar has appropriated it for use as a cell. The figure lying on the floor is Nundro, a dwarf commoner and the youngest of the three Rockseeker brothers. Nezznar spared him because he thought
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
20. Priests’ Quarters The door to this room is locked, requiring thieves’ tools and a successful DC 15 Dexterity check to open. Nezznar (area 19) carries the key. Unless the characters are being
), but Nezznar has appropriated it for use as a cell. The figure lying on the floor is Nundro, a dwarf commoner and the youngest of the three Rockseeker brothers. Nezznar spared him because he thought
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
20. Priests’ Quarters The door to this room is locked, requiring thieves’ tools and a successful DC 15 Dexterity check to open. Nezznar (area 19) carries the key. Unless the characters are being
), but Nezznar has appropriated it for use as a cell. The figure lying on the floor is Nundro, a dwarf commoner and the youngest of the three Rockseeker brothers. Nezznar spared him because he thought
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
The longsword is easy to remove from the armor stand, requiring no ability check. A detect magic spell reveals that the sword is magical. It sheds dim light in a 10-foot radius. It also carries a
curse that prevents its wielder from dropping it. If the blade is pried from its wielder’s grasp, it instantly teleports back into the wielder’s hand. The curse can be ended by casting a remove curse
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
The longsword is easy to remove from the armor stand, requiring no ability check. A detect magic spell reveals that the sword is magical. It sheds dim light in a 10-foot radius. It also carries a
curse that prevents its wielder from dropping it. If the blade is pried from its wielder’s grasp, it instantly teleports back into the wielder’s hand. The curse can be ended by casting a remove curse
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
The longsword is easy to remove from the armor stand, requiring no ability check. A detect magic spell reveals that the sword is magical. It sheds dim light in a 10-foot radius. It also carries a
curse that prevents its wielder from dropping it. If the blade is pried from its wielder’s grasp, it instantly teleports back into the wielder’s hand. The curse can be ended by casting a remove curse
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, which the characters can remove from its corpse. The massive heart is the size of a small trunk and weighs nearly one hundred pounds. Any characters close to it while it is being transported imagine
that they can occasionally hear it beating. A character who carries the heart, even in a bag of holding or similar extradimensional space, makes saving throws against madness with disadvantage. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, which the characters can remove from its corpse. The massive heart is the size of a small trunk and weighs nearly one hundred pounds. Any characters close to it while it is being transported imagine
that they can occasionally hear it beating. A character who carries the heart, even in a bag of holding or similar extradimensional space, makes saving throws against madness with disadvantage. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, which the characters can remove from its corpse. The massive heart is the size of a small trunk and weighs nearly one hundred pounds. Any characters close to it while it is being transported imagine
that they can occasionally hear it beating. A character who carries the heart, even in a bag of holding or similar extradimensional space, makes saving throws against madness with disadvantage. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
carries out the directives given to it when it was created, and it interprets those commands to the letter. A flameskull’s master must craft its instructions with care to ensure that the creature
carries out its tasks properly. Wreathed in Flame. The fire wreathing a flameskull burns continually, giving off bright light that the creature controls. It uses those flames as a weapon, focusing them to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
carries out the directives given to it when it was created, and it interprets those commands to the letter. A flameskull’s master must craft its instructions with care to ensure that the creature
carries out its tasks properly. Wreathed in Flame. The fire wreathing a flameskull burns continually, giving off bright light that the creature controls. It uses those flames as a weapon, focusing them to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
carries out the directives given to it when it was created, and it interprets those commands to the letter. A flameskull’s master must craft its instructions with care to ensure that the creature
carries out its tasks properly. Wreathed in Flame. The fire wreathing a flameskull burns continually, giving off bright light that the creature controls. It uses those flames as a weapon, focusing them to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
well when hunting or bullying other creatures. But when the fortunes of a gang turn sour, the individuals become selfish, and might sabotage one another to remove opposition or exile weaker or
gathering food, and gangs sometimes come together peacefully to exchange members and goods between them. Malevolent Worship of Malign Gods Bugbears worship two deities who are brothers, Hruggek and Grankhul
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
well when hunting or bullying other creatures. But when the fortunes of a gang turn sour, the individuals become selfish, and might sabotage one another to remove opposition or exile weaker or
gathering food, and gangs sometimes come together peacefully to exchange members and goods between them. Malevolent Worship of Malign Gods Bugbears worship two deities who are brothers, Hruggek and Grankhul
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
well when hunting or bullying other creatures. But when the fortunes of a gang turn sour, the individuals become selfish, and might sabotage one another to remove opposition or exile weaker or
gathering food, and gangs sometimes come together peacefully to exchange members and goods between them. Malevolent Worship of Malign Gods Bugbears worship two deities who are brothers, Hruggek and Grankhul
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
townmaster’s hall has a small but serviceable jail in the cellar. The jail consists of two cells, and Harbin carries keys to the cell doors. Quest: Orc Trouble. Harbin is looking for someone to head east on the
bring law and order to Phandalin. As such, he wants to find the lost mine of Wave Echo Cave and help the Rockseeker brothers put it back into production, believing that bringing prosperity to the region
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
townmaster’s hall has a small but serviceable jail in the cellar. The jail consists of two cells, and Harbin carries keys to the cell doors. Quest: Orc Trouble. Harbin is looking for someone to head east on the
bring law and order to Phandalin. As such, he wants to find the lost mine of Wave Echo Cave and help the Rockseeker brothers put it back into production, believing that bringing prosperity to the region






