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Returning 35 results for 'carved wearing reveals'.
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Magic Items
Dungeon Master’s Guide
and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space
until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you.
Ruin. All forms of wealth that you carry or own, other than
Monsters
The Wild Beyond the Witchlight
adopted daughter, surpassed them in power and carved out a Feywild domain for herself in the guise of an archfey named Zybilna. The hags wormed their way into Iggwilv’s good graces, biding their time
returned, the hags used this power to trap Iggwilv and her court in temporal stasis. The hags then carved up Iggwilv’s domain, splitting it between them. The sisters couldn’t agree on which
Magic Items
Icewind Dale: Rime of the Frostmaiden
The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its face. A detect magic spell reveals a magical aura of enchantment around the amulet.
Every shield
Monsters
The Wild Beyond the Witchlight
wearing or carrying, and reappears 24 hours later in the same location or the nearest unoccupied space.
Uncanny Awareness. Endelyn can’t be surprised.Multiattack. Endelyn makes two Puppeteer's Lash
, surpassed them in power and carved out a Feywild domain for herself in the guise of an archfey named Zybilna. The hags wormed their way into Iggwilv’s good graces, biding their time until they could
Magic Items
Candlekeep Mysteries
Carved from an ogre’s petrified heart, the gray figurine depicts the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair
damage except radiant damage. A detect evil and good spell or similar magic reveals that the figurine has been desecrated. As long as it has at least 1 hit point, the figurine has the following magical
Magic Items
Eberron: Rising from the Last War
The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these lenses, you gain the following benefits:
When you make a Wisdom (Insight) check, you can roll a d4 and
Magic Items
Eberron: Rising from the Last War
This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling the eyestalks of a beholder. To attune to this item, you must wear it on
your head for the entire attunement period, during which the crown’s hidden tendrils burrow into your scalp to bond with your skull.
While wearing the crown, you can see normally in darkness, both
Monsters
Mordenkainen Presents: Monsters of the Multiverse
equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Twisting Words. Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21
acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titivilus has begun recruiting outsiders to deal with problem
Magic Items
Tomb of Annihilation
This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.
The amulet has 6 charges and regains 1d6
charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you
Monsters
The Book of Many Things
presence reveals a glimpse of its otherworldly nature to a creature it can see within 30 feet of itself. The target must succeed on a DC 22 Wisdom saving throw or have the paralyzed condition until
equipment it is wearing or carrying, up to 40 feet to an unoccupied space that it can see.
Stab (Costs 2 Actions). The veiled presence makes one Blade of Judgment attack.
Searing Radiance (Costs 3
Monsters
The Wild Beyond the Witchlight
and across planes to escape the worst of them. She eventually took a page from her mother’s book and sequestered herself in the Feywild, where she assumed the guise of an archfey and carved out
the night sky.’ She might be right.”Fey Step. Iggwilv teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 30 feet of her.
Monsters
Sleeping Dragon’s Wake
rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Lhammaruntosz's choice
of metallic dragons, in a cliff overlooking the sea. The shrine’s face is carved in Lhammaruntosz’s likeness and includes quarters for the rest of the Scaly Eye and a magic statue of
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit
image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until
ability to cast the wish spell 1d3 times.
Rogue. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
26. Gate to Icewind Dale The room contains a pair of 15-foot-tall standing stones. Carved into each stone are pictographs of primitive humans using spears to hunt reindeer and fend off yetis. If a
creature uses a finger or a staff to trace Halaster’s rune on the surface of either of the standing stones, a gate forms between them and lasts for 1 minute. A legend lore spell or similar magic reveals
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
26. Gate to Icewind Dale The room contains a pair of 15-foot-tall standing stones. Carved into each stone are pictographs of primitive humans using spears to hunt reindeer and fend off yetis. If a
creature uses a finger or a staff to trace Halaster’s rune on the surface of either of the standing stones, a gate forms between them and lasts for 1 minute. A legend lore spell or similar magic reveals
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
25. Scrying Pool Behind the secret door, water fills a carved stone font.
Withers uses this font to speak to creatures outside the tomb and contact his tomb guardian. A detect magic spell or
similar effect reveals an aura of divination over the water. When any character gazes into the font, read: As the water begins to swirl, eerie light emanates from within the basin. Slowly, an image resolves
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
25. Scrying Pool Behind the secret door, water fills a carved stone font.
Withers uses this font to speak to creatures outside the tomb and contact his tomb guardian. A detect magic spell or
similar effect reveals an aura of divination over the water. When any character gazes into the font, read: As the water begins to swirl, eerie light emanates from within the basin. Slowly, an image resolves
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on the floor of the alcove is a broken half of a 10-foot pole.
Close inspection of the bas-relief reveals the following inscription carved into the harp, in Common: Gaze upon me with bronzed visage
And secrets shall I reveal. A detect magic spell reveals a strong aura of conjuration magic in the alcove. Any character who steps into the alcove wearing the bronze Halaster mask found in area 21 is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
though one with both. It can’t be toppled and is impervious to damage. Close examination of the statue reveals that the eyes carved into its robe, twenty in all, have lids that are locked open
here is 10 feet high. The room has the following features: Arch. Embedded in the middle of the east wall is a stone arch. Carved into its keystone are three human-like stick figures holding hands
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on the floor of the alcove is a broken half of a 10-foot pole.
Close inspection of the bas-relief reveals the following inscription carved into the harp, in Common: Gaze upon me with bronzed visage
And secrets shall I reveal. A detect magic spell reveals a strong aura of conjuration magic in the alcove. Any character who steps into the alcove wearing the bronze Halaster mask found in area 21 is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
though one with both. It can’t be toppled and is impervious to damage. Close examination of the statue reveals that the eyes carved into its robe, twenty in all, have lids that are locked open
here is 10 feet high. The room has the following features: Arch. Embedded in the middle of the east wall is a stone arch. Carved into its keystone are three human-like stick figures holding hands
Magic Items
Lost Laboratory of Kwalish
effect.
Donjon. You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the
identity of your new enemy isn’t known until the NPC or someone else reveals it. Any enchantment spell cast on the NPC at 6th level or higher can end the NPC’s hostility toward you.
Ruin
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
exit. The statue is veined with bright mithral, and with one hand it raises a stone hammer carved with faintly glowing runes. A steel plaque at the base of the statue reads in Dwarvish, “All that is
made can be unmade.” The statue can’t be budged or damaged. A detect magic spell reveals powerful auras of abjuration and transmutation magic surrounding both it and the hammer, which cannot be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
exit. The statue is veined with bright mithral, and with one hand it raises a stone hammer carved with faintly glowing runes. A steel plaque at the base of the statue reads in Dwarvish, “All that is
made can be unmade.” The statue can’t be budged or damaged. A detect magic spell reveals powerful auras of abjuration and transmutation magic surrounding both it and the hammer, which cannot be
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
east wall. A fireplace built into the south wall features an elegantly carved mantelpiece. Treasure. A detect magic spell reveals an aura of conjuration magic emanating from the fireplace mantel. Any
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X2b. Guard Room This room lies behind a secret door. Two arrow slits are carved into the west wall of this 10-foot-high, twenty-foot-square room. Slumped in the northeast corner is a skeleton wearing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X2b. Guard Room This room lies behind a secret door. Two arrow slits are carved into the west wall of this 10-foot-high, twenty-foot-square room. Slumped in the northeast corner is a skeleton wearing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lightning shocks. Arch Gate to Level 2. The stone arch is one of Halaster’s magic gates (see “Gates”). Its stone frame has been carved to look like the trunks of trees, and close inspection reveals the
. Carved into the middle of the east wall is a decorative stone arch enclosing a blank wall (see “Arch Gate to Level 2” below).
Furnishings. A wooden trestle table lies on its side in the middle of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Frostfell dwarves establishing a foothold in Khorvaire. Discover a journal from a Frostfell expedition that reveals a horrifying threat. The people of Khorvaire have no commerce with the arctic
form. Are these treasures created by giants, fey, or dwarves? Are they carved from eternal ice, or are they forged from dwarven steel? If the civilization of the dwarves truly began in the Frostfell
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
east wall. A fireplace built into the south wall features an elegantly carved mantelpiece. Treasure. A detect magic spell reveals an aura of conjuration magic emanating from the fireplace mantel. Any
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Frostfell dwarves establishing a foothold in Khorvaire. Discover a journal from a Frostfell expedition that reveals a horrifying threat. The people of Khorvaire have no commerce with the arctic
form. Are these treasures created by giants, fey, or dwarves? Are they carved from eternal ice, or are they forged from dwarven steel? If the civilization of the dwarves truly began in the Frostfell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lightning shocks. Arch Gate to Level 2. The stone arch is one of Halaster’s magic gates (see “Gates”). Its stone frame has been carved to look like the trunks of trees, and close inspection reveals the
. Carved into the middle of the east wall is a decorative stone arch enclosing a blank wall (see “Arch Gate to Level 2” below).
Furnishings. A wooden trestle table lies on its side in the middle of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
D3. Courtyard This courtyard is open to the sky, and its walls have been carved with scenes of dwarves engaged in rituals, often in pairs, of a friendly or amorous nature. A twenty-foot-tall statue
of a female dwarf in a gown stands atop a stone dais in the middle of the courtyard, her arms outstretched in a welcoming gesture, her face carved with a warm smile. Unlit stone braziers stand in each
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
5. Cultist Common Room This area is brightly lit by torches set into roughly carved wall sconces. Long tables made of split logs are where the cultists sit to eat or entertain themselves. A cooking
statistics) are at leisure here. Unless the characters are wearing cult garb and can roleplay effectively, the cultists immediately recognize them as intruders and attack.