Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'cards release globe to have require'.
Other Suggestions:
card release globe to have require
cards release glows to have requires
calls release gloom to have require
cards release gloine to have requires
cards release globe to have requires
Magic Items
The Book of Many Things
trapped in an object on a different plane of existence. The object and location of this object are chosen by the DM (but might be the House of Cards; see chapter 18). While your soul is trapped in this
way, your body is inert and doesn’t age or require sustenance. Destroying the object frees your soul; otherwise, only a Wish spell can restore your soul to your body.
Monsters
Waterdeep: Dragon Heist
, sending, tongues4th level (3 slots): banishment, greater invisibility, Otiluke's resilient sphere5th level (3 slots): cone of cold, geas, Rary's telepathic bond6th level (2 slots): globe of
disappears.
Release a 60-foot line of silver fire that is 5 feet wide or a 30-foot cone of silver fire. Objects in the area that aren’t being worn or carried take 26 (4d12);{"diceNotation
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
"} force damage if it ends its turn inside an object.
Unusual Nature. The fractine doesn’t require air, drink, or sleep.Extradimensional Touch. Melee Spell Attack: +5;{"diceNotation":"1d20+5
, and the fractine can’t be harmed from within the demiplane.
The fractine can imprison only one creature at a time and can release that creature as a bonus action. If the fractine is reduced
Monsters
Icewind Dale: Rime of the Frostmaiden
to all nonmagical damage, except the damage it takes from sunlight.
Unusual Nature. The vampire doesn’t require air.
Vampire Weaknesses. The vampire has the following flaws:
Enraged by
create a passage through the glacier unknowingly release the starving gnoll vampire from its icy sepulcher. For more information about Tekeli-li’s lair, the Caves of Hunger, see chapter 6.
Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
door and uttering the command word “open” in Infernal. Doors that require key cards to unlock are color coded on map 17.2 and called out in the text. The color of the door indicates the type of key
Doors and Key Cards Doors in the Donjon Sphere are made of the same space metals as the outer surface. A magical sensor above each doorway detects movement within 10 feet, which causes the door to
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
door and uttering the command word “open” in Infernal. Doors that require key cards to unlock are color coded on map 17.2 and called out in the text. The color of the door indicates the type of key
Doors and Key Cards Doors in the Donjon Sphere are made of the same space metals as the outer surface. A magical sensor above each doorway detects movement within 10 feet, which causes the door to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, but some require key cards to enter (see the “Key Cards” section). Trim on each door matches the color of the key card needed to open it. Locked doors can’t be bypassed with thieves’ tools, though a
key card (see the “Key Cards” section). The color of key card required for a drop tube entrance is noted in the area containing that drop tube (area S2, area S31, and area S47) and shown on that
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, but some require key cards to enter (see the “Key Cards” section). Trim on each door matches the color of the key card needed to open it. Locked doors can’t be bypassed with thieves’ tools, though a
key card (see the “Key Cards” section). The color of key card required for a drop tube entrance is noted in the area containing that drop tube (area S2, area S31, and area S47) and shown on that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
basilisk is disturbed, the centipedes emerge and attack the nearest creature. Treasure. The basilisk clutches a driftglobe. The creature’s claw must be pried open to release the globe. 17b. Desecrated
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
basilisk is disturbed, the centipedes emerge and attack the nearest creature. Treasure. The basilisk clutches a driftglobe. The creature’s claw must be pried open to release the globe. 17b. Desecrated
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
assumes that the characters visit this location next. If the characters require an additional incentive to go after Amrik, Mortlock assures them that his mother values Amrik’s well-being enough to
negotiate for his release if the characters capture him. He suggests that it would be most unwise to oppose a duke of Baldur’s Gate without leverage. If the characters decide to attack Vanthampur Villa
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
assumes that the characters visit this location next. If the characters require an additional incentive to go after Amrik, Mortlock assures them that his mother values Amrik’s well-being enough to
negotiate for his release if the characters capture him. He suggests that it would be most unwise to oppose a duke of Baldur’s Gate without leverage. If the characters decide to attack Vanthampur Villa
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
feet of a globe and has an Intelligence score of 10 or higher can take control of the globe by succeeding on a DC 10 Intelligence check. As part of its movement and with a successful DC 10
Intelligence check, the controller can direct the globe to move with it, remaining within 5 feet of the controller. A globe’s controller can enter and leave the globe at will. The controller can maintain control
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
threats require a united front. The agents of the Lords’ Alliance work to maintain the delicate network of information and diplomacy that sustains their order, alert for anything that might threaten
its ranks, make five photocopies of the Lords’ Alliance Guard and three photocopies of the Lords’ Alliance Spy stat cards at the end of this chapter. If you don’t want to control these NPCs yourself
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
feet of a globe and has an Intelligence score of 10 or higher can take control of the globe by succeeding on a DC 10 Intelligence check. As part of its movement and with a successful DC 10
Intelligence check, the controller can direct the globe to move with it, remaining within 5 feet of the controller. A globe’s controller can enter and leave the globe at will. The controller can maintain control
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
threats require a united front. The agents of the Lords’ Alliance work to maintain the delicate network of information and diplomacy that sustains their order, alert for anything that might threaten
its ranks, make five photocopies of the Lords’ Alliance Guard and three photocopies of the Lords’ Alliance Spy stat cards at the end of this chapter. If you don’t want to control these NPCs yourself
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
check. Also as an action, a globe’s controller can release a trapped creature with a successful DC 10 Intelligence check. A creature inside a globe has half cover against effects that originate
feet in diameter. Red Wizards use them to hold aquatic creatures for transport through the black gates. As an action, a creature that is within 5 feet of a globe and has an Intelligence score of 10 or
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
to the vault, or pulls coins from the vault through the same sigil. Withdrawals of more than 250 gp require a second cashier to confirm the transaction. Transactions occurring through the sigils are
use pass cards (see “Employee Pass Cards” earlier in the adventure) to bypass the arcane lock spells on the doors, which can be shouldered open with a DC 25 Strength (Athletics) check. Employee-Only
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
check. Also as an action, a globe’s controller can release a trapped creature with a successful DC 10 Intelligence check. A creature inside a globe has half cover against effects that originate
feet in diameter. Red Wizards use them to hold aquatic creatures for transport through the black gates. As an action, a creature that is within 5 feet of a globe and has an Intelligence score of 10 or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
after rolling initiative, the living unseen servants knock the green flasks off their pedestals, causing the containers to shatter on the floor and release their poison gas (which has no effect on
causes the faerie dragon to become visible — after which it can move, cast a spell that doesn’t require concentration (such as color spray or hallucinatory terrain), and use its bonus action to turn
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
to the vault, or pulls coins from the vault through the same sigil. Withdrawals of more than 250 gp require a second cashier to confirm the transaction. Transactions occurring through the sigils are
use pass cards (see “Employee Pass Cards” earlier in the adventure) to bypass the arcane lock spells on the doors, which can be shouldered open with a DC 25 Strength (Athletics) check. Employee-Only
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
after rolling initiative, the living unseen servants knock the green flasks off their pedestals, causing the containers to shatter on the floor and release their poison gas (which has no effect on
causes the faerie dragon to become visible — after which it can move, cast a spell that doesn’t require concentration (such as color spray or hallucinatory terrain), and use its bonus action to turn
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
increasing or reducing the size of the fire spilling out of the furnace. The more heat that is allowed to fill the balloon, the higher the ship can rise. Opening the hatch or the valve doesn’t release the
and personal effects. Atop each desk are a sturdy lamp, a Dragonchess set, and playing cards. 6. Storeroom This room is packed to the ceiling with crates of rations, barrels of fresh water, and casks
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
increasing or reducing the size of the fire spilling out of the furnace. The more heat that is allowed to fill the balloon, the higher the ship can rise. Opening the hatch or the valve doesn’t release the
and personal effects. Atop each desk are a sturdy lamp, a Dragonchess set, and playing cards. 6. Storeroom This room is packed to the ceiling with crates of rations, barrels of fresh water, and casks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
): banishment, greater invisibility, Otiluke’s resilient sphere
5th level (3 slots): cone of cold, geas, Rary’s telepathic bond
6th level (2 slots): globe of invulnerability, mass suggestion
7th level (1 slot
a d6. On a roll of 1, the silver fire disappears. Cast the revivify spell without material components. After Laeral takes this action, roll a d6. On a roll of 1–2, the silver fire disappears. Release
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
): banishment, greater invisibility, Otiluke’s resilient sphere
5th level (3 slots): cone of cold, geas, Rary’s telepathic bond
6th level (2 slots): globe of invulnerability, mass suggestion
7th level (1 slot
a d6. On a roll of 1, the silver fire disappears. Cast the revivify spell without material components. After Laeral takes this action, roll a d6. On a roll of 1–2, the silver fire disappears. Release
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of the hallway is another secret door that doesn’t require an ability check to spot from inside the hall. This secret door pulls open to reveal a similarly sized exhibit room in area V4. V4: Ancient
opens into a short hallway containing cleaning supplies. At the opposite end of the hallway is another secret door that doesn’t require an ability check to spot from inside the hall. This secret door
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of the hallway is another secret door that doesn’t require an ability check to spot from inside the hall. This secret door pulls open to reveal a similarly sized exhibit room in area V4. V4: Ancient
opens into a short hallway containing cleaning supplies. At the opposite end of the hallway is another secret door that doesn’t require an ability check to spot from inside the hall. This secret door
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
that person from the table. This social contract covers the basics, but individual groups might require additional agreed-upon terms to guarantee a fun play experience for all. And a social contract
them without attribution to the whole group. For example, the players could write their limits on index cards for you to read aloud. However these limits are presented, it would be useful for you or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
that person from the table. This social contract covers the basics, but individual groups might require additional agreed-upon terms to guarantee a fun play experience for all. And a social contract
them without attribution to the whole group. For example, the players could write their limits on index cards for you to read aloud. However these limits are presented, it would be useful for you or
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
objects as if they were difficult terrain, but it takes 5 (1d10) force damage if it ends its turn inside an object.
Unusual Nature. The fractine doesn’t require air, drink, or sleep.
Actions
imprisoned. No other creature can enter the demiplane, and the fractine can’t be harmed from within the demiplane.
The fractine can imprison only one creature at a time and can release that creature as
Compendium
- Sources->Dungeons & Dragons->Divine Contention
press the button, causing the panther head attached to the aft of the ship to release a 20-foot-square patch of oil onto the surface of the sea, which the head then ignites by releasing a jet of flame
a successful one. This also catches the ship on fire, and will require immediate attention to keep it from spreading any further. I7. Icingdeath Main Hold The sailors rest in shifts using the sixteen
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Contests in Combat Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action
target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required). Escaping a Grapple. A grappled creature can use
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Contests in Combat Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action
target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required). Escaping a Grapple. A grappled creature can use
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target
contests that require an action in combat: grappling and shoving a creature. The DM can use these contests as models for improvising others.
Shoving a Creature Using the Attack action, you can make a