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                        Returning 28 results for 'climbing with remove'.
                    
                
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    . This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is
                                                
                                            
                                                
                                                     made against a target within 10 feet of you, the curse causes you to become the target instead.
 Slippers of Spider Climbing Wondrous item, uncommon (requires attunement)
 While you wear these
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
                                                    
                                                
                                            
                                                     climbing vines. The palace has many windows, all rendered shatterproof by magic. Attendants in impeccable livery see to the needs of the palace’s occupants, while armored guards stand vigilant around the
                                                
                                            
                                                
                                                     exchange for a donation in coins, gems, or art objects of a certain value, as noted in the Helpful Spells table. Helpful Spells  Spell Donation   Commune 1,000 gp Legend lore 1,500 gp Lesser restoration 150 gp Raise dead 2,000 gp Remove curse 250 gp Scrying 1,000 gp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     pit’s sheer walls, which are too smooth to climb without climbing gear, magic, or a trait such as Spider Climb.
 Sarcophagus. At the bottom of the pit rests a 6-foot-long, 3-foot-wide alabaster
                                                
                                            
                                                
                                                     when the vampire is destroyed. Only a wish spell or a deity can remove a death mark otherwise. The sarcophagus at the bottom of the pit is a 2,000-pound chunk of hollowed-out alabaster. Zorak
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    . Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed
                                                
                                            
                                                
                                                     within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Eerie Token. As a bonus action, you can harmlessly remove a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Torrents Features The complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Cavern ceilings are 10 feet above the water. Climbing. The walls are rough
                                                
                                            
                                                
                                                     suffers no negative effects from descending a waterfall. Inscribing the mark deals 1 slashing damage and leaves a scar. Healing magic can remove the scar and the capabilities it grants.  Map 5.3: The Plunging TorrentsView Player Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Masquerade Preparations The following tasks must be completed to transform Kollema Hall: Remove all the tables from the first floor. Unpack the supplies delivered from the Biblioplex. Hang banners
                                                
                                            
                                                
                                                     their position while out of reach, but if they come in contact with an anchored object, they can move along it as if climbing. The student levitates for 5 minutes before the magic ends and they fall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     (7d12 + 7) hit points, and walking and climbing speeds of 10 feet. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Its ability scores are as
                                                
                                            
                                                
                                                     for 24 hours. Any creature or object that touches the living snail also gains the benefit of a remove curse spell. The snail loses these magical properties if it dies. The characters can lead
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    . Each group of Thayans has among them 1d4 - 2 potions (minimum 0), each one determined by rolling on the following table.  2d4 Potion   2 Flying 3–4 Climbing 5–7 Healing (1–3), Greater Healing (4–5
                                                
                                            
                                                
                                                     3rd-level spell scroll, either of dispel magic or remove curse. Dread Warriors. A dread warrior carries no gold, but some of them have weapons or armor, determined by rolling on the following table.  2d4 Item   2–6 None 7 +1 weapon (usually a battleaxe or a javelin) 8 +1 chain mail
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     into the north wall of the lodge (leading to area 1D). Flying or climbing characters can reach a balcony on the second floor (leading to area 1G) or a gaping window on the third floor (leading to area
                                                
                                            
                                                
                                                     sound of someone climbing the stairs, he retreats to Storvald’s throne room (area 1G). Two closed doors stand between him and that room. Since he isn’t a giant, Nilraun must use an action to try to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    . Adventurers climbing a volcano on the Material Plane might suddenly find themselves scaling a Feywild mountain topped with skyscraper-sized crystals that glow with internal fire. Leaving behind a wide and
                                                
                                            
                                                
                                                     spell can be used to remove the effect on up to ten creatures. Some powerful Fey have the ability to grant such wishes and might do so if the beneficiaries agree to subject themselves to a Geas spell and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     top at any cost. Characters can climb to the top of the promontory, but the weathered sandstone crumbles easily. It takes a successful DC 14 Strength (Athletics) check to reach the top, with climbing
                                                
                                            
                                                
                                                     attempts to baffle or seduce a Far Realm friend to remove that manifestation from the fight for the round. If it’s roleplayed well enough and you think it might be fun, let it work.
 Ritual Actions The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     cliff — requiring a successful DC 15 Strength (Athletics) check — and toss down the ladder, the characters can proceed. Otherwise, they lose a day’s travel finding another route. If the characters remove
                                                
                                            
                                                
                                                     random party member steps on and collapses a sinkhole, and must succeed on a DC 12 Dexterity saving throw to avoid falling into a 20-foot-deep pit and taking 7 (2d6) bludgeoning damage. Climbing out
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     effect on it. If the characters remove a book from the shelves, they see that the cover, like the spine, has no title. Opening any of the books reveals that its pages are blank apart from the first page
                                                
                                            
                                                
                                                    . Hinged panels along the walls swing outward to display a variety of exquisitely crafted robes, gowns, scarves, headdresses, stockings, gloves, shoes, boots, and other clothing. Items remove themselves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    , or similar tool to remove the gold inlay from the geometric engravings. Only a few worthless bits of gold remain. A thorough search of the furnishings in the eastern room yields nothing of value and
                                                
                                            
                                                
                                                     earthquake caused a 60-foot-deep sinkhole to form here. Scaling its walls without climbing gear requires a successful DC 15 Strength (Athletics) check. At the bottom of the sinkhole, a Winged Kobold named
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Underdark and brought it back here. If the characters challenge the duergar, the two enlarged ones remove the sack covering the umber hulk’s head and release the creature, after which all four
                                                
                                            
                                                
                                                     open unless the characters closed them in area X13 and X15. The characters need magic or climbing gear to scale the shaft’s rough-hewn walls. Below the shaft is a 5-foot-tall, 10-foot-diameter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     another 5 (2d4) necrotic damage. A character who succeeds on a DC 15 Wisdom (Medicine) check can also remove the disease from another creature. Doing so requires the character making the check to care for
                                                
                                            
                                                
                                                     stonework, and is poorly mortared. A character who succeeds on a DC 10 Intelligence (Investigation) check confirms that something is behind the new wall. It takes 5 minutes to remove this masonry, or 1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     see any demon within 60 feet of it and ends its turn not having attempted to attack a demon. This curse can be removed with a remove curse spell or similar magic. At the end of each long rest, a cursed
                                                
                                            
                                                
                                                     the mist for the first time on a turn or starts its turn there takes 5 (1d10) necrotic damage. Climbing the sides of the pit without equipment requires a successful DC 10 Strength (Athletics) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , glinting under the purple glow of a nearby street lamp.
 The stone well is 100 feet deep and lined with slippery ice and frost, making it impossible to negotiate without climbing gear or magic
                                                
                                            
                                                
                                                     climbing speed of 30 feet. The monster shudders awake if a light source penetrates more than 80 feet into the well, or if a creature sitting on one of the benches awakens it (see below). Meditation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     weak to pose an actual hazard. Climbing the rough pit walls requires successful DC 10 Strength (Athletics) checks. F3. Wind Prison A stone pedestal in the middle of this cavern holds a glassy sphere
                                                
                                            
                                                
                                                     manacles are secured by cotter pins that are easy to remove, but the captives can’t reach them. Manacles can also be broken with a successful DC 20 Strength check. F6. Swift Stream A waterfall gushes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     was a Red Wizard of Thay until she saw an opportunity to study magic under Manshoon. Before he accepted her, Manshoon forced her to remove her distinctive Thayan head tattoos and to trade in her Red
                                                
                                            
                                                
                                                     the following features: The area is split into two levels, with alabaster steps climbing 3 feet to a smaller raised platform overlooking the larger area. The platform is bare except for three golden
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     the runes, releasing the hell hounds. Dispel magic can remove the runes from one stair. It takes a successful DC 15 Strength (Athletics) check to climb the stairwell walls and avoid the stairs
                                                
                                            
                                                
                                                     more stairs are deactivated with dispel magic first, a character climbing or jumping up has advantage on the check. Treasure. Each hell hound wears an ornate platinum collar, one etched with the name
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     necrotic damage. A remove curse spell or similar effect ends the curse on the creature. D14. Hungry Rat An ordinary rat scurries around this room, looking for scraps of food. If the characters use a
                                                
                                            
                                                
                                                    . Describe the scene to the players as follows: Beyond the hall, a flooded chamber opens up with rough-hewn steps climbing to the south, north, and northeast. The floor buckles up above the water line
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     42 (12d6) bludgeoning damage and ends up in area 50 of the Black Lake level. Climbing down the slippery stone next to the waterfall requires several successful DC 15 Strength (Athletics) checks, or DC
                                                
                                            
                                                
                                                    , immunity to poison damage, and immunity to the exhaustion and poisoned conditions; and remove its ability to speak). The ogres were slain during the final battle and later animated to join the orc warrior
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     spell’s insanity effect, but permanent until ended with remove curse, greater restoration, heal, or similar magic). Treasure. The first character who views the wall and does not go mad discovers that a ring
                                                
                                            
                                                
                                                     spot to raise their young. The adults use the statistics for giant crocodiles, except that they have a climbing speed of 30 feet, no swimming speed, and darkvision out to a range of 60 feet. Their four
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     without some climbing). Inside these rooms are rings set in the walls, chains attached to the rings, buckets, heaps of straw, and precious little else. The occupants and other contents of the cells and the
                                                
                                            
                                                
                                                     protection from poison or lesser restoration, can remove the poison from the empyrean’s system. Otherwise, he recovers naturally in 12 hours. If awakened, he helps any party destroy the inhabitants of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     is unable to move. If the check fails by 5 or more, a slab of masonry below the character shifts, dumping the character into a debris-lined cavity. Climbing back out requires a successful DC 10
                                                
                                            
                                                
                                                     liquid comes from inside it. The connecting pipes hold the keg in place, preventing it from being detached. The characters can remove a wide metallic bung on the keg’s top with a successful DC 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     beanstalk without needing magic or climbing gear, but doing so requires a successful DC 15 Strength (Athletics) check. On a check that fails by 5 or more, the creature falls. The beanstalk has AC 15
                                                
                                            
                                                
                                                     reveal them: Eight cats perch atop eight dead attending 
Eight lizards flee from eight rats scavenging 
Eight toads climbing meet eight dead and falling 
Eight snakes sneak under eight bats screaming
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     Ancestry trait automatically succeed on the saving throw. An affected creature resists any attempt to forcibly remove it from the garden. If the creature is removed from the garden, it is overcome with
                                                
                                            
                                                
                                                     supported by wooden beams and a lintel, which are covered in the pink blossoms of climbing dog-rose plants and hanging wisteria. A well-trodden grass path between verdant shrubs and wildflowers leads to
                                                
                                            
                                        






