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Returning 35 results for 'building borders diffusing contingency remove'.
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blinding border diffusing contingency remove
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building border diffusing contingent remove
Monsters
Curse of Strahd
attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.
Hut Interior. The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its
anything that tries to remove the gem; a creature trying to remove the gem must make a DC 20 Dexterity saving throw. On a successful save, the creature claims the stone without getting bitten. On a
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
"} force damage.Somewhere in the lands beyond Strixhaven’s borders lives the Oracle: a wise and accomplished mage, tasked by the Founder Dragons to ensure that the magic of Strixhaven is used to
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
Diamond’s illumination also provides strong protection. It radiates bright light throughout the city and dim light 1,000 feet beyond the city’s borders. This light is akin to sunlight, which many natives of the Ethereal Plane and evil Undead abhor.
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
Diamond’s illumination also provides strong protection. It radiates bright light throughout the city and dim light 1,000 feet beyond the city’s borders. This light is akin to sunlight, which many natives of the Ethereal Plane and evil Undead abhor.
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
Diamond’s illumination also provides strong protection. It radiates bright light throughout the city and dim light 1,000 feet beyond the city’s borders. This light is akin to sunlight, which many natives of the Ethereal Plane and evil Undead abhor.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
Diamond’s illumination also provides strong protection. It radiates bright light throughout the city and dim light 1,000 feet beyond the city’s borders. This light is akin to sunlight, which many natives of the Ethereal Plane and evil Undead abhor.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
Diamond’s illumination also provides strong protection. It radiates bright light throughout the city and dim light 1,000 feet beyond the city’s borders. This light is akin to sunlight, which many natives of the Ethereal Plane and evil Undead abhor.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
Diamond’s illumination also provides strong protection. It radiates bright light throughout the city and dim light 1,000 feet beyond the city’s borders. This light is akin to sunlight, which many natives of the Ethereal Plane and evil Undead abhor.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
in a character’s dreams every few nights, urging the character to explore a particular ruin. 4 The characters must entreat the Daughters of Sora Kell for knowledge of how to remove a seemingly
Droaam. 6 An ogre warlord is accused of destroying a village just outside the borders of Droaam. The characters must bring the warlord to justice or work with the ogre to find the real culprit.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
in a character’s dreams every few nights, urging the character to explore a particular ruin. 4 The characters must entreat the Daughters of Sora Kell for knowledge of how to remove a seemingly
Droaam. 6 An ogre warlord is accused of destroying a village just outside the borders of Droaam. The characters must bring the warlord to justice or work with the ogre to find the real culprit.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
in a character’s dreams every few nights, urging the character to explore a particular ruin. 4 The characters must entreat the Daughters of Sora Kell for knowledge of how to remove a seemingly
Droaam. 6 An ogre warlord is accused of destroying a village just outside the borders of Droaam. The characters must bring the warlord to justice or work with the ogre to find the real culprit.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of Warding
Haste
Hypnotic Pattern
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
original relic of the city’s first borders — and, more importantly for daily life, the physical embodiment of the division between patriars and ordinary citizens — the Old Wall is a symbol for much
troubled Baldur’s Gate afterward. Each push for renewal saw a conflict between Gondan engineers advocating for new building techniques and materials, and patriars and preservationists striving to protect the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
original relic of the city’s first borders — and, more importantly for daily life, the physical embodiment of the division between patriars and ordinary citizens — the Old Wall is a symbol for much
troubled Baldur’s Gate afterward. Each push for renewal saw a conflict between Gondan engineers advocating for new building techniques and materials, and patriars and preservationists striving to protect the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of Warding
Haste
Hypnotic Pattern
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of Warding
Haste
Hypnotic Pattern
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
original relic of the city’s first borders — and, more importantly for daily life, the physical embodiment of the division between patriars and ordinary citizens — the Old Wall is a symbol for much
troubled Baldur’s Gate afterward. Each push for renewal saw a conflict between Gondan engineers advocating for new building techniques and materials, and patriars and preservationists striving to protect the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
original relic of the city’s first borders — and, more importantly for daily life, the physical embodiment of the division between patriars and ordinary citizens — the Old Wall is a symbol for much
troubled Baldur’s Gate afterward. Each push for renewal saw a conflict between Gondan engineers advocating for new building techniques and materials, and patriars and preservationists striving to protect the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
original relic of the city’s first borders — and, more importantly for daily life, the physical embodiment of the division between patriars and ordinary citizens — the Old Wall is a symbol for much
troubled Baldur’s Gate afterward. Each push for renewal saw a conflict between Gondan engineers advocating for new building techniques and materials, and patriars and preservationists striving to protect the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
original relic of the city’s first borders — and, more importantly for daily life, the physical embodiment of the division between patriars and ordinary citizens — the Old Wall is a symbol for much
troubled Baldur’s Gate afterward. Each push for renewal saw a conflict between Gondan engineers advocating for new building techniques and materials, and patriars and preservationists striving to protect the
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Whenever you tell a lie, you lose the ability to speak for 1d8 hours. A remove curse spell or similar magic is usually enough to end a Fey curse on a creature, but some Fey curses are tenacious and
resistant to all magic except a wish spell. A creature can also remove such a curse on itself by learning and performing a specific task or ritual, determined by rolling on the Ending the Curse table
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adventure, virtually anything can happen in or around it. Fortified Outpost Features This outpost, as shown on map 4.5, is a simple building holding barracks, officers’ quarters, and storage areas encased
is said to be haunted by the vengeful spirit of a former commander who was slain by their own troops. 3 A tunnel beneath the outpost leads to a sealed portal to Xoriat. 4 The outpost borders the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Trading Post As the coastal mist clears, you get your first good look at the grippli trading post. Ramshackle shelters are clustered around a large permanent building. The low rumble of many voices
large building. Assuming the characters are cooperative, the grippli guards take the visitors directly to her. If the party seems trustworthy, she speaks to them. She prefers Primordial (it’s easier on
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Trading Post As the coastal mist clears, you get your first good look at the grippli trading post. Ramshackle shelters are clustered around a large permanent building. The low rumble of many voices
large building. Assuming the characters are cooperative, the grippli guards take the visitors directly to her. If the party seems trustworthy, she speaks to them. She prefers Primordial (it’s easier on
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Whenever you tell a lie, you lose the ability to speak for 1d8 hours. A remove curse spell or similar magic is usually enough to end a Fey curse on a creature, but some Fey curses are tenacious and
resistant to all magic except a wish spell. A creature can also remove such a curse on itself by learning and performing a specific task or ritual, determined by rolling on the Ending the Curse table
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Whenever you tell a lie, you lose the ability to speak for 1d8 hours. A remove curse spell or similar magic is usually enough to end a Fey curse on a creature, but some Fey curses are tenacious and
resistant to all magic except a wish spell. A creature can also remove such a curse on itself by learning and performing a specific task or ritual, determined by rolling on the Ending the Curse table
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Trading Post As the coastal mist clears, you get your first good look at the grippli trading post. Ramshackle shelters are clustered around a large permanent building. The low rumble of many voices
large building. Assuming the characters are cooperative, the grippli guards take the visitors directly to her. If the party seems trustworthy, she speaks to them. She prefers Primordial (it’s easier on
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adventure, virtually anything can happen in or around it. Fortified Outpost Features This outpost, as shown on map 4.5, is a simple building holding barracks, officers’ quarters, and storage areas encased
is said to be haunted by the vengeful spirit of a former commander who was slain by their own troops. 3 A tunnel beneath the outpost leads to a sealed portal to Xoriat. 4 The outpost borders the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adventure, virtually anything can happen in or around it. Fortified Outpost Features This outpost, as shown on map 4.5, is a simple building holding barracks, officers’ quarters, and storage areas encased
is said to be haunted by the vengeful spirit of a former commander who was slain by their own troops. 3 A tunnel beneath the outpost leads to a sealed portal to Xoriat. 4 The outpost borders the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mists was horrifically transformed. Over a million Cyrans were killed on the day of Mourning. Those who survived were soldiers fighting in enemy territory, those living on the borders who were able to
state of shock. Who could unleash such power? Was this a weapon, and if so, when would those responsible issues their demands? Were the borders of the lingering walls of mist stable, or could they
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mists was horrifically transformed. Over a million Cyrans were killed on the day of Mourning. Those who survived were soldiers fighting in enemy territory, those living on the borders who were able to
state of shock. Who could unleash such power? Was this a weapon, and if so, when would those responsible issues their demands? Were the borders of the lingering walls of mist stable, or could they
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mists was horrifically transformed. Over a million Cyrans were killed on the day of Mourning. Those who survived were soldiers fighting in enemy territory, those living on the borders who were able to
state of shock. Who could unleash such power? Was this a weapon, and if so, when would those responsible issues their demands? Were the borders of the lingering walls of mist stable, or could they






