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Returning 35 results for 'chains willing remove'.
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chain willing remote
chairs willing removed
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coins willing remove
Monsters
Planescape: Adventures in the Multiverse
Boundless Movement. The shator ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself
).
Liquefaction Ritual. The shator can perform a 1-minute ritual that turns all willing farastu demodand;farastus and kelubar demodand;kelubars of its choice within 60 feet of itself into a living liquid form. Each
Monsters
Strixhaven: A Curriculum of Chaos
Pact of Pain. Using a 10-minute ritual, the daemogoth can forge a magical bond with a willing creature it touches throughout the ritual. The creature becomes bound by the pact until it dies, the
daemogoth dies, or the pact is broken by any effect that can remove a curse.
The daemogoth chooses one spell from the necromancy or enchantment school that is 3rd level or lower. The bound creature can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these captives back to their encampment and tie them to cacti or rock formations. When the
powerful hunter, such as a blue dragon, they carefully weigh whether to serve the superior hunter, move on, or fight to the death to remove it as competition.
Tlincallis rarely build cities, make
Monsters
The Wild Beyond the Witchlight
, protection from evil and good
1/day each: lesser restoration, remove curse, zone of truthProtect Another. When a creature Strongheart can see attacks another creature that is within 5 feet of him
members than those described here. (The other members, who do not appear in this adventure, are busy elsewhere.) Strongheart is always on the lookout for courageous heroes who are willing to devote themselves to a good cause. Only good-aligned characters are allowed to join Valor’s Call.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Corrupted Healing"}. The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In
addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and
Monsters
The Book of Many Things
under the DM’s control and remains so until the night ends. A Remove Curse spell or similar magic ends this curse.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8
with getting revenge on the officials who raided the original guildhall and killed Pyrite, who was like a brother to Delour. Though Delour is perfectly willing to backstab most people, he treats Augustus
Yeenoghu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
covered in matted fur and taut, leathery hide, his face like a grinning predator’s skull. Patchwork armor made of discarded shields and breastplates is lashed onto his body with heavy chains
","rollDamageType":"piercing"} piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained
Monsters
Eberron: Rising from the Last War
throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell.
The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest
host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter.
Kalaraq Quori
The most powerful quori are the kalaraqs, also known as
Monsters
Curse of Strahd
Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7
target fails a DC 17 Charisma saving throw, its shadow detaches from it and becomes a shadow that obeys Strahd’s commands, acting on initiative count 20. A greater restoration spell or a remove
Oinoloth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
","rollType":"recharge","rollAction":"Corrupted Healing"}. The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on
the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6
Raise Dead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to
life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases
Resurrection
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its
hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
treasure chest dangles from rusty chains embedded in the ceiling.
The chest is 6 feet long, 3 feet wide, 3 feet high, and suspended 1 foot above the surface of the 5-foot-deep pool. A keyhole shaped
, the magical trap teleports the character making the check inside the locked chest, whereupon the character is restrained. The chains holding the chest then release it into the water, where it sinks to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
as food, so they target the beasts this time around, hoping to strand the wagons along the road so they can harry the caravan defenders at will. Use the rhinoceros statistics for the oxen, but remove
the Charge feature. Again, the bandits aren’t willing to die to win. The wounded retreat as soon as they can.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
To the Nine Hells! Chapter 2 opens with the characters’ arrival in Elturel, which is anchored by enormous chains and trapped under the baleful light of the Companion. If the characters do nothing
whatever they can to free Elturel and return what’s left of it to Faerûn. To do so, they must scour Avernus for the means to destroy the Companion or break the enormous chains that shackle that city
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Encounter Chains Eight encounters comprise the characters’ hunt for the Stone of Golorr and the Vault of Dragons. They form a chain, and their order is determined by your choice of villain and season
.” Don’t feel bound by an encounter chain. Let the characters’ decisions and actions drive the story. You can change the order in which encounters happen, remove encounters you don’t need, or create new
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Breaking the Chains Eight chains of infernal iron anchor Elturel to its binding posts, and each of those chains must be broken to free the city. If all the chains are broken, Elturel remains floating
chapter 2 for information on moving along the chains and climbing the infernal iron posts they connect to. Ire of Tiamat Tiamat’s divine power is mighty enough to break the chains that bind Elturel
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. This spell
neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This
spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This
spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. This spell
neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hundred feet of it, whereupon its tall masts and creaking bulk come into view. The converted ship has rigging but no sails, and is anchored to the wharf by thick chains. A wooden staircase climbs from
doesn’t concern herself with the private affairs of her clientele, nor does she mind when visitors get rowdy or turn violent — as long as they’re willing to pay for damages afterward. In public, Laraelra
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Infernal Blessings Here are several blessings Hulgaz can bestow on willing Humanoids. Other Fiends, particularly archdevils, might bestow such blessings as well, and you can create additional
blessings Hulgaz might bestow. Unlike most blessings, infernal blessings impose both desirable and detrimental effects on the user. Casting the Remove Curse spell on the subject of an infernal blessing ends
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
command tug on heavy chains on the south side of the gate. To bypass the doors without opening them, yuan-ti malisons transform into snakes and slither through the holes at the bottom of the doors. A type 1
fight with them. Combat here draws reinforcements from area 2. Snake Pits Beyond the main gate are three pits covered with iron grates. When enemies attack, the broodguards remove the grated covers
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
his Healing Touch action to treat a character’s wounds and remove any poisons or diseases afflicting that character. Once a day, he can teleport himself and up to three willing party members to any
flying rocking horse, modify the following boxed text to remove all mention of the horse: Creaking softly, a rocking horse moves back and forth near the door. Peeling paint covers its limbs, and its
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
mortal leaders and philosophers, using them as mouthpieces to spread poisoned words and tempt souls toward Carceri’s waiting chains. Olivier Bernard Shator Demodand Large Fiend, Typically Neutral
terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself.
Jailer (1/Day). The shator can cast the imprisonment
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
difficult trial awaits them. Gynosphinxes are virtual libraries of knowledge and lore. They ask riddles and present puzzles to test the wit of supplicants that come to learn their secrets. Some are willing
): dispel magic, remove curse, tongues
4th level (3 slots): banishment, greater invisibility
5th level (1 slot): legend lore
Actions
Multiattack. The sphinx makes two claw attacks.
Claw. Melee
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
experiments. Though surprised by visitors, Kwalish listens to the characters and might even be willing to bargain for whatever help they need to complete their quest. In exchange, he requires only a
by a remove curse spell cast by an 18th-level spellcaster, by defeating Kwalish and reversing the process using his machines, or by completing a separate task for the inventor. Just a Bit of Trouble
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, but when they have new mouths to feed, they are careful to take some of their prey alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these
fight to the death to remove it as competition. Tlincallis rarely build cities, make clothing, or mine metals. Instead, they scavenge much of what they need or want. They do, however, melt down scavenged
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and again, he has proven himself willing to exercise his power on behalf of a loyal Redcloak. Other Redcloaks. The first place any Redcloak turns for help is another Redcloak. No one else is as
forces at the Battle of Cairn Hill, but the cordial relations between the two nations frayed immediately after. The Redcloaks skirmished with hobgoblins who were leading Thrane civilians in chains back
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Ultimate Sacrifice If the characters have no other options for dealing with Zariel, one or more of them might be willing to give up everything in order to save the innocent people of Elturel
can free the city from its chains and return it to the Material Plane. Relinquishing the Sword If the characters try to bargain for Elturel’s release without the Sword of Zariel, Zariel considers
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
formation’s light. Gem Formation. The crystal formation doesn’t just change color; it constantly changes from one type of gemstone into another. As an action, a creature can try to carefully remove pieces of
using the key in that room. 6: Donjon Chains drape this room, bird cages of black metal hang from the ceiling, and larger cages and iron maidens stand on the floor. A door to the north bears the Talons
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
undead, for example—the dwarf surrenders. In this case, Eleith becomes willing to share information about the cult in exchange for information about living deities and the state of the cosmos. See “Xia’s
becomes Hostile toward and fights anyone who tries to remove or destroy her collection. Secret Door.. A bookshelf in the north alcove conceals a secret door (see “Temple Features”), behind which lies
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
here. The knights are willing to sell items at a ten percent markup. When the characters arrive, four hippogriffs and two giant vultures occupy the stables, each in its own stall, and one Feathergale
of the ceiling, suspended on strong chains. Slender wings of steel sweep close to its sides. Its head is also fashioned of steel.
One Feathergale knight (Savra when the characters first arrive) and






