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Returning 35 results for 'button been defense continues remove'.
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Magic Items
Forgotten Realms: Adventures in Faerûn
dying essence. Myrkul has since returned to become one of the Dead Three, and the Crown of Horns continues to further his gruesome will by seeking out mortal agents and gradually transforming them into
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
Monsters
Waterdeep: Dragon Heist
faith2nd level (3 slots): calm emotions, prayer of healing, silence3rd level (2 slots): protection from energy, remove curse, sending
Evasion. If Hlam is subjected to an effect that allows him to make a
Unarmed Strikes. Hlam's unarmed strikes are magical.
Unarmored Defense. While Hlam is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.Multiattack. Hlam attacks three times
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
continues down its spine, reaching full height just behind the skull.The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic
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.
Learn More
Monsters
Basic Rules (2014)
treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down
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
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.
Monsters
Divine Contention
the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Shrieking Gas Spore Floating in the middle of this otherwise empty room is a gas spore that has the added defense of a shrieker. When bright light or a creature comes within 30 feet of the gas
spore, it uses its reaction to emit a shriek audible within 300 feet of it. The gas spore continues to shriek until the disturbance moves out of range and for 1d4 rounds afterward. The shrieking of the gas spore alerts the hobgoblins in areas 32c and 33, who come to investigate.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Shrieking Gas Spore Floating in the middle of this otherwise empty room is a gas spore that has the added defense of a shrieker. When bright light or a creature comes within 30 feet of the gas
spore, it uses its reaction to emit a shriek audible within 300 feet of it. The gas spore continues to shriek until the disturbance moves out of range and for 1d4 rounds afterward. The shrieking of the gas spore alerts the hobgoblins in areas 32c and 33, who come to investigate.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Shrieking Gas Spore Floating in the middle of this otherwise empty room is a gas spore that has the added defense of a shrieker. When bright light or a creature comes within 30 feet of the gas
spore, it uses its reaction to emit a shriek audible within 300 feet of it. The gas spore continues to shriek until the disturbance moves out of range and for 1d4 rounds afterward. The shrieking of the gas spore alerts the hobgoblins in areas 32c and 33, who come to investigate.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. The Cassalanters have no desire to kill the characters, even in self-defense. They take great pains to divide and subdue the party with their magic while not inflicting grievous harm. If the
characters reduce Ammalia to 30 hit points or fewer and Victoro is with her, he banishes her to safety for a few brief moments while he continues fighting. If either Victoro or Ammalia is reduced to 30 hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. The Cassalanters have no desire to kill the characters, even in self-defense. They take great pains to divide and subdue the party with their magic while not inflicting grievous harm. If the
characters reduce Ammalia to 30 hit points or fewer and Victoro is with her, he banishes her to safety for a few brief moments while he continues fighting. If either Victoro or Ammalia is reduced to 30 hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. The Cassalanters have no desire to kill the characters, even in self-defense. They take great pains to divide and subdue the party with their magic while not inflicting grievous harm. If the
characters reduce Ammalia to 30 hit points or fewer and Victoro is with her, he banishes her to safety for a few brief moments while he continues fighting. If either Victoro or Ammalia is reduced to 30 hit
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
weapon and its best defense, and much of the guild’s work is hidden even from other members. Dimir agents leave no trace of their covert activities, warping the memories of witnesses to their crimes
and even wiping their own minds to remove any evidence of their completed assignments. The first guildmaster of House Dimir was a vampire named Szadek, whose organization agreed to serve as Ravnica’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
weapon and its best defense, and much of the guild’s work is hidden even from other members. Dimir agents leave no trace of their covert activities, warping the memories of witnesses to their crimes
and even wiping their own minds to remove any evidence of their completed assignments. The first guildmaster of House Dimir was a vampire named Szadek, whose organization agreed to serve as Ravnica’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
weapon and its best defense, and much of the guild’s work is hidden even from other members. Dimir agents leave no trace of their covert activities, warping the memories of witnesses to their crimes
and even wiping their own minds to remove any evidence of their completed assignments. The first guildmaster of House Dimir was a vampire named Szadek, whose organization agreed to serve as Ravnica’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Oysters. There are dozens of snails and oysters clinging to the walls. A character can use an action to remove an oyster or snail from a wall, crack it open, and eat it. The first time an oyster or
stone button is set into one of the walls above the grate and is visible only to creatures under the rollers. When pressed, the button causes the rollers to stop turning and retract into the walls
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Oysters. There are dozens of snails and oysters clinging to the walls. A character can use an action to remove an oyster or snail from a wall, crack it open, and eat it. The first time an oyster or
stone button is set into one of the walls above the grate and is visible only to creatures under the rollers. When pressed, the button causes the rollers to stop turning and retract into the walls
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
tells him to take human form, which he does. She then joins her fellow werewolves in the den’s defense. Kellen was kidnapped from his home in Liam’s Hold, a hamlet near the Misty Forest in the Forgotten
Realms setting. He was afflicted with werewolf lycanthropy after winning one of Kiril’s despicable contests. Wencensia has been tasked with training this newest member of Kiril’s pack. Casting a greater restoration spell or a remove curse spell on Kellen ends his lycanthropy.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
tells him to take human form, which he does. She then joins her fellow werewolves in the den’s defense. Kellen was kidnapped from his home in Liam’s Hold, a hamlet near the Misty Forest in the Forgotten
Realms setting. He was afflicted with werewolf lycanthropy after winning one of Kiril’s despicable contests. Wencensia has been tasked with training this newest member of Kiril’s pack. Casting a greater restoration spell or a remove curse spell on Kellen ends his lycanthropy.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
tells him to take human form, which he does. She then joins her fellow werewolves in the den’s defense. Kellen was kidnapped from his home in Liam’s Hold, a hamlet near the Misty Forest in the Forgotten
Realms setting. He was afflicted with werewolf lycanthropy after winning one of Kiril’s despicable contests. Wencensia has been tasked with training this newest member of Kiril’s pack. Casting a greater restoration spell or a remove curse spell on Kellen ends his lycanthropy.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Oysters. There are dozens of snails and oysters clinging to the walls. A character can use an action to remove an oyster or snail from a wall, crack it open, and eat it. The first time an oyster or
stone button is set into one of the walls above the grate and is visible only to creatures under the rollers. When pressed, the button causes the rollers to stop turning and retract into the walls
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Ur’gray (see appendix B). A merrow also under Noska’s command swims beneath the docks. It surfaces to attack when the characters arrive. If the characters come to Grinda’s defense, Noska orders his thugs
15 or higher can spot the gazer shortly after the party enters the City of the Dead. The gazer defends itself if attacked. Next Encounter Armed with directions to the Garloth mausoleum, the characters can head for the City of the Dead. The spring chain continues with encounter 4, “Mausoleum.”
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
orphans while doing nothing to remedy the circumstances that made them orphans. It can turn defense of one’s community into xenophobia. It can come to treat the wealthy as moral exemplars and the poor as
’ wrath.
4 The head of a prominent family (noble) continues to exert abusive control over their adult children, citing their role as matriarch or patriarch to justify it.
5 A local leader
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
orphans while doing nothing to remedy the circumstances that made them orphans. It can turn defense of one’s community into xenophobia. It can come to treat the wealthy as moral exemplars and the poor as
’ wrath.
4 The head of a prominent family (noble) continues to exert abusive control over their adult children, citing their role as matriarch or patriarch to justify it.
5 A local leader
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Ur’gray (see appendix B). A merrow also under Noska’s command swims beneath the docks. It surfaces to attack when the characters arrive. If the characters come to Grinda’s defense, Noska orders his thugs
15 or higher can spot the gazer shortly after the party enters the City of the Dead. The gazer defends itself if attacked. Next Encounter Armed with directions to the Garloth mausoleum, the characters can head for the City of the Dead. The spring chain continues with encounter 4, “Mausoleum.”
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
orphans while doing nothing to remedy the circumstances that made them orphans. It can turn defense of one’s community into xenophobia. It can come to treat the wealthy as moral exemplars and the poor as
’ wrath.
4 The head of a prominent family (noble) continues to exert abusive control over their adult children, citing their role as matriarch or patriarch to justify it.
5 A local leader
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Ur’gray (see appendix B). A merrow also under Noska’s command swims beneath the docks. It surfaces to attack when the characters arrive. If the characters come to Grinda’s defense, Noska orders his thugs
15 or higher can spot the gazer shortly after the party enters the City of the Dead. The gazer defends itself if attacked. Next Encounter Armed with directions to the Garloth mausoleum, the characters can head for the City of the Dead. The spring chain continues with encounter 4, “Mausoleum.”
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sight.
3 Prevent any Fiend from crossing a bridge.
4 Remove any who enter its creator’s workshop.
Clay Golem Large Construct, Unaligned
AC 14 Initiative +3 (13)
HP 123 (13d10 + 52
creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
.
Double bronze doors stand in the eastern end of the south wall. Down the hall to the west is an archway carved in the form of twining serpents. Beyond it, the corridor continues on into shadow
instead take 10 minutes to remove the plate from the floor, requiring the same sort of check as for an attempt to block the plate from moving. A failed check in this case means another 10 minutes of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sight.
3 Prevent any Fiend from crossing a bridge.
4 Remove any who enter its creator’s workshop.
Clay Golem Large Construct, Unaligned
AC 14 Initiative +3 (13)
HP 123 (13d10 + 52
creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
who died in Idyllglen are not able to remove the sword from the stone. Once the sword is removed from its stone, a character can attune to it immediately if the sword deems that character worthy, and
good luck and fades away as her soul passes into the afterlife. The destruction of the Bleeding Citadel restores all of Lulu’s memories, which she can share with the characters. Lulu continues to travel with the characters and encourages them to use the sword to redeem Zariel.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sight.
3 Prevent any Fiend from crossing a bridge.
4 Remove any who enter its creator’s workshop.
Clay Golem Large Construct, Unaligned
AC 14 Initiative +3 (13)
HP 123 (13d10 + 52
creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
.
Double bronze doors stand in the eastern end of the south wall. Down the hall to the west is an archway carved in the form of twining serpents. Beyond it, the corridor continues on into shadow
instead take 10 minutes to remove the plate from the floor, requiring the same sort of check as for an attempt to block the plate from moving. A failed check in this case means another 10 minutes of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
.
Double bronze doors stand in the eastern end of the south wall. Down the hall to the west is an archway carved in the form of twining serpents. Beyond it, the corridor continues on into shadow
instead take 10 minutes to remove the plate from the floor, requiring the same sort of check as for an attempt to block the plate from moving. A failed check in this case means another 10 minutes of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
large box engraved with a recurring elemental symbol. Inside, a magical orb resembling a crystal ball pulses and thrums with power. The priest holds the orb aloft and continues to chant while the
others kneel before it.
The object is a devastation orb, and it’s ready to explode. The cultists remove the device from its case and wait for it to detonate. See chapter 7 for descriptions of the






