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Returning 35 results for 'calling removed guardian to have realm'.
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Magic Items
Dungeon Master’s Guide
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on
Blessing
Bless
7–12
Bead of Curing
Cure Wounds (level 2 version)
13–16
Bead of Favor
Greater Restoration
17–18
Bead of Smiting
Shining Smite
19
Bead of Summons
Guardian of Faith
20
Bead of Wind Walking
Wind Walk
Monsters
Fizban's Treasury of Dragons
accept it.
Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them
fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumph;flumphs. These Aberrations, which oppose the depredations of mind
Monsters
Mordenkainen Presents: Monsters of the Multiverse
everlasting guardian.
The ritual to create a wood woad is a primeval secret passed down through generations of forest-dwelling societies and druid circles. Performing the ritual isn’t necessarily an
evil act if the victim-to-be is a willing sacrifice.
In the ritual, a living person’s chest is pierced and the heart removed. A seed is pushed into the heart, which is then placed in a tree
Monsters
Waterdeep: Dungeon of the Mad Mage
, dispel magic
4th level (3 slots): stone shape, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The mummy can use its Dreadful Glare and makes one
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
Monsters
Candlekeep Mysteries
lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Valin targets one creature she can see within 60 feet of her. If the target can see Valin, it must succeed on a DC 16
as the immortal heir of Savras’s realm. The Canopic Being came into her possession years ago, and an obsession with the dark rituals therein set the oracle on her present course.
Valin has
Monsters
Candlekeep Mysteries
slots): animate dead, dispel magic
4th level (3 slots): divination, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The fungal servant can use
curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to spores. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
−5, the object is destroyed. The penalty on an object can be removed by the mending spell.
Spellcasting. Juiblex casts one of the following spells, requiring no material components and using Wisdom
drag victims into its bulk. Those consumed by Juiblex are obliterated.Juiblex’s Lair
Juiblex’s principal lair is known as the Slime Pits, a realm that Juiblex shares with Zuggtmoy. This
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, dispel magic
4th level (3 slots): divination, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The mummy can use its Dreadful Glare and makes one
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 feet
monsters
Dagon is a deep one who has grown to enormous size. Perhaps millions of years old, this cruel tyrant of the undersea realm strives to free Cthulhu from his deep slumber in the sunken city of R
at the head of the cults established among human villages by the deep ones. Careful to avoid calling too much attention to their true aims, these cults ultimately serve Cthulhu but few in their ranks
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Ancestral Guardian Rather than calling upon the spirits of your ancestors, you are in communion with the franchise executives and corporate raiders who have traveled your path before. These paragons
clerks reminding you of expense accounts and budgets. Other times, they are fellow heavies and knee breakers who died in the line of duty, sarcastically calling out your mistakes in a misguided effort
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Ancestral Guardian Rather than calling upon the spirits of your ancestors, you are in communion with the franchise executives and corporate raiders who have traveled your path before. These paragons
clerks reminding you of expense accounts and budgets. Other times, they are fellow heavies and knee breakers who died in the line of duty, sarcastically calling out your mistakes in a misguided effort
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind
guardian. Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Far Realm Explorers This adventure includes a few access points that allow the characters to investigate more of the bizarre Far Realm. The wonders and terrors of the Far Realm are, for the most part
, inimical to mortal life and sanity. If the characters decide to explore the Far Realm further, they would be well advised to seek out one of the Far Realm’s few safe harbors. Examples of these
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Far Realm Explorers This adventure includes a few access points that allow the characters to investigate more of the bizarre Far Realm. The wonders and terrors of the Far Realm are, for the most part
, inimical to mortal life and sanity. If the characters decide to explore the Far Realm further, they would be well advised to seek out one of the Far Realm’s few safe harbors. Examples of these
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind
guardian. Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
always reliably connect to the Ghost Orchid Tepui. With the tepui’s magic and guardian restored, the nightmares and Far Realm incursions plaguing Atagua cease. If the characters return to Atagua
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
always reliably connect to the Ghost Orchid Tepui. With the tepui’s magic and guardian restored, the nightmares and Far Realm incursions plaguing Atagua cease. If the characters return to Atagua
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
3d6 A magical trap flings a character into the Far Realm until the end of that character’s next turn. 20 9d6 Prolonged Effects Exposure to mental stress can cause prolonged effects. Consider the
hallucinations. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration spell. Long-Term Effects. The character has Disadvantage on some or all ability checks for 1d10
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
3d6 A magical trap flings a character into the Far Realm until the end of that character’s next turn. 20 9d6 Prolonged Effects Exposure to mental stress can cause prolonged effects. Consider the
hallucinations. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration spell. Long-Term Effects. The character has Disadvantage on some or all ability checks for 1d10
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
3d6 A magical trap flings a character into the Far Realm until the end of that character’s next turn. 20 9d6 Prolonged Effects Exposure to mental stress can cause prolonged effects. Consider the
hallucinations. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration spell. Long-Term Effects. The character has Disadvantage on some or all ability checks for 1d10
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
3d6 A magical trap flings a character into the Far Realm until the end of that character’s next turn. 20 9d6 Prolonged Effects Exposure to mental stress can cause prolonged effects. Consider the
hallucinations. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration spell. Long-Term Effects. The character has Disadvantage on some or all ability checks for 1d10
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of Yeenoghu with 2d6 + 3 gnolls 11–15 2d4 displacer beasts 16–20 1d6 + 2 veterans 21–25 A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool. 26–30
1d4 gorgons 68–69 1d3 shambling mounds 70–71 1 treant 72–73 1d4 unicorns 74–75 1d6 + 2 weretigers 76–80 Peals of silvery laughter that echo from a distance 81–82 1 guardian naga 83–84 1 young gold
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
you a noble—even if you’re a few steps removed from true power? Or are you a guild artisan or soldier? Most Mror have embraced modern martial techniques, but a few minor clans still cling to barbarian
traditions of the past. What caused you to leave your hold? Are you serving your clan and honing your skills, or have you been exiled from your homeland? The Realm Below. How has the Realm Below
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ysgard Ysgard is a rugged realm of soaring mountains, deep fjords, and windswept battlefields, with summers that are long and hot, and winters that are wickedly cold and unforgiving. Its continents
creature has all its hit points restored, and all conditions and afflictions it suffered before its death are removed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ysgard Ysgard is a rugged realm of soaring mountains, deep fjords, and windswept battlefields, with summers that are long and hot, and winters that are wickedly cold and unforgiving. Its continents
creature has all its hit points restored, and all conditions and afflictions it suffered before its death are removed.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
you a noble—even if you’re a few steps removed from true power? Or are you a guild artisan or soldier? Most Mror have embraced modern martial techniques, but a few minor clans still cling to barbarian
traditions of the past. What caused you to leave your hold? Are you serving your clan and honing your skills, or have you been exiled from your homeland? The Realm Below. How has the Realm Below
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of Yeenoghu with 2d6 + 3 gnolls 11–15 2d4 displacer beasts 16–20 1d6 + 2 veterans 21–25 A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool. 26–30
1d4 gorgons 68–69 1d3 shambling mounds 70–71 1 treant 72–73 1d4 unicorns 74–75 1d6 + 2 weretigers 76–80 Peals of silvery laughter that echo from a distance 81–82 1 guardian naga 83–84 1 young gold
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads
again until the next dawn. 1d20 Bead Spell 1–6 Bead of Blessing Bless 7–12 Bead of Curing Cure Wounds (level 2 version) 13–16 Bead of Favor Greater Restoration 17–18 Bead of Smiting Shining Smite 19 Bead of Summons Guardian of Faith 20 Bead of Wind Walking Wind Walk
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads
again until the next dawn. 1d20 Bead Spell 1–6 Bead of Blessing Bless 7–12 Bead of Curing Cure Wounds (level 2 version) 13–16 Bead of Favor Greater Restoration 17–18 Bead of Smiting Shining Smite 19 Bead of Summons Guardian of Faith 20 Bead of Wind Walking Wind Walk
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. The Fate of Falkir’s Fist A little more than a year ago, four dwarf adventurers calling themselves Falkir’s Fist made it this far into Undermountain before Muiral killed them. The room where they
transmutation magic around the helm, which is cursed. Once the helm is donned, it can’t be removed until its wearer dies or until a remove curse spell or similar magic is cast on the helm. Any humanoid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. The Fate of Falkir’s Fist A little more than a year ago, four dwarf adventurers calling themselves Falkir’s Fist made it this far into Undermountain before Muiral killed them. The room where they
transmutation magic around the helm, which is cursed. Once the helm is donned, it can’t be removed until its wearer dies or until a remove curse spell or similar magic is cast on the helm. Any humanoid
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn’t be.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn’t be.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
800 years Ancient Behaviors d8 Behavior 1 The giant addresses Humanoids as citizens of a fallen realm (equivalent to calling people in the real world “Babylonians”). 2 The giant burdens
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
800 years Ancient Behaviors d8 Behavior 1 The giant addresses Humanoids as citizens of a fallen realm (equivalent to calling people in the real world “Babylonians”). 2 The giant burdens