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Returning 35 results for 'closed wearing rivals'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
elusive, manipulative, unpredictable, and willing to cheat or kill comrades and rivals alike if doing so benefits them. The worshipers of Sseth have their hands in many schemes, often plying the middle
in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
enemies and track down thieves who make off with prized treasures. In the city of Menzoberranzan in the Forgotten Realms, noble houses often employ shadowblades to eliminate rivals from other houses
the Abyss, siphoning its essence into themselves.Shadow Step. While in dim light or darkness, the drow teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Underdark cities from enemies and track down thieves who make off with prized treasures. In the city of Menzoberranzan in the Forgotten Realms, noble houses often employ shadowblades to eliminate rivals from
. While in dim light or darkness, the drow teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
Monsters
Candlekeep Mysteries
":"damage","rollAction":"Claws","rollDamageType":"piercing"} slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look
with her.Three Green Hag (Coven Variant);green hags named Dread Morgan, Vile Sazha, and Auntie Greenbones were once rivals who dwelled in an area of the Feywild coterminous with the High Forest. A
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The cone doesn’t function while the eye is closed or while the dreadnought is blinded.
Astral Entity. The dreadnought can’t leave the Astral Plane, nor can it be banished or otherwise
swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the Demiplanar Donjon.
Claw. Melee Weapon Attack: +16;{"diceNotation":"1d20+16
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, invisibility (self only), lightning bolt, suggestion, wall of fire
3/day: dispel magic
Teleport. Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an
rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, invisibility, major image
3/day each: dispel magic, fly, suggestion, wall of fire
1/day: dominate monster
Teleport. Bael teleports, along with any equipment he is wearing or carrying, up to 120 feet
constantly stymied by politically shrewd rivals.
Bael prefers to make servants out of his adversaries, and mortals bound to his service earn their wretched place by falling victim to his superior
Monsters
Bigby Presents: Glory of the Giants
Cloud Rune. The giant has a cloud rune inscribed on a mask in its possession. While holding or wearing the mask bearing the rune, the giant has truesight within a range of 30 feet and can use its
trickery.
Years of successful wagers make destiny gamblers so confident in their ability to win any challenge that they invite potential rivals to name the terms of a wager. Those who are foolish enough to
Monsters
Curse of Strahd
size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, Strahd can’t take any
close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again
Unicorn
Legacy
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Monsters
Basic Rules (2014)
itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.The unicorn
closed lanterns are unaffected.
Creatures native to the unicorn’s domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
When a good-aligned creature
Robe of Eyes
Legacy
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Magic Items
Basic Rules (2014)
the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.
A light spell cast on the robe or a daylight spell
Astral Dreadnought
Legacy
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Monsters
Mordenkainen’s Tome of Foes
way the cone faces. The cone doesn't function while the dreadnought's eye is closed or while the dreadnought is blinded.
Astral Entity. The astral dreadnought can't leave the Astral Plane, nor can it
damage reduces it to 0 hit points or it is incapacitated, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
for the townsfolk. Ever since the local inn closed its doors, Nimsy has opened her heated attic to visitors looking for a place to crash for the night. She bakes halfling-shaped cookies and brings them
ivory horn, representing the town’s scrimshaw trade. Sacrifice to Auril. Food (see "Sacrifices to Auril"). Rivals. Bremen, Targos, Termalaine.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
for the townsfolk. Ever since the local inn closed its doors, Nimsy has opened her heated attic to visitors looking for a place to crash for the night. She bakes halfling-shaped cookies and brings them
ivory horn, representing the town’s scrimshaw trade. Sacrifice to Auril. Food (see "Sacrifices to Auril"). Rivals. Bremen, Targos, Termalaine.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ways. If the characters stopped Elemental Evil in its tracks, just think of all the other threats and rivals one could deploy them against. The characters have proved themselves capable of mighty deeds
five factions are strident about getting those nodes closed, though their reasons, methods, and encouragements vary.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ways. If the characters stopped Elemental Evil in its tracks, just think of all the other threats and rivals one could deploy them against. The characters have proved themselves capable of mighty deeds
five factions are strident about getting those nodes closed, though their reasons, methods, and encouragements vary.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
can help them defeat Dranzorg. Eternal Rivals. Dranzorg focuses his attacks on the character wearing Mara’s armor. If a character wearing Mara’s armor is reduced to fewer than half their hit points
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
can help them defeat Dranzorg. Eternal Rivals. Dranzorg focuses his attacks on the character wearing Mara’s armor. If a character wearing Mara’s armor is reduced to fewer than half their hit points
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
ferries them free of charge. Tyrza bids them a glorious adventure. The Competition The characters aren’t the only heroes headed to Grakenok. These two rivals also step up and seek to find out what’s
happened at Grakenok: Sytri. A silent, masked woman wearing Doomguard armor, Sytri is a chaotic good Doomguard rot blade (see Morte’s Planar Parade). She unfurls a carpet of flying measuring 3 feet by
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
ferries them free of charge. Tyrza bids them a glorious adventure. The Competition The characters aren’t the only heroes headed to Grakenok. These two rivals also step up and seek to find out what’s
happened at Grakenok: Sytri. A silent, masked woman wearing Doomguard armor, Sytri is a chaotic good Doomguard rot blade (see Morte’s Planar Parade). She unfurls a carpet of flying measuring 3 feet by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ethereal Plane, out to a range of 120 feet. The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe
stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ethereal Plane, out to a range of 120 feet. The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe
stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K86. Strahd’s Tomb A heavy portcullis stands closed in the archway leading to this tomb. Lifting it requires a successful DC 25 Strength check. Black marble steps descend to a dark tomb that has a
wood. The coffin’s fittings are of brilliant brass, and the lid is closed. South of the coffin are three gloomy alcoves. An iron lever protrudes from the north wall, east of the tomb’s entrance
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
dancing trio of lightning bolts with grinning faces, and a raven wearing a cravat and sipping daintily from a cup of coffee held in one wing. Firejolt Café Features The café has the following features
: Ceilings. The café’s ceilings are 20 feet high. Doors. At night, the exterior doors to the café are closed, locked, and sealed with an arcane lock spell. A successful DC 25 Dexterity check using thieves
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K86. Strahd’s Tomb A heavy portcullis stands closed in the archway leading to this tomb. Lifting it requires a successful DC 25 Strength check. Black marble steps descend to a dark tomb that has a
wood. The coffin’s fittings are of brilliant brass, and the lid is closed. South of the coffin are three gloomy alcoves. An iron lever protrudes from the north wall, east of the tomb’s entrance
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
dancing trio of lightning bolts with grinning faces, and a raven wearing a cravat and sipping daintily from a cup of coffee held in one wing. Firejolt Café Features The café has the following features
: Ceilings. The café’s ceilings are 20 feet high. Doors. At night, the exterior doors to the café are closed, locked, and sealed with an arcane lock spell. A successful DC 25 Dexterity check using thieves
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Plane, out to a range of 120 feet. The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. A
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Plane, out to a range of 120 feet. The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. A
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, increase their personal power, and befuddle the minds of their enemies. Mind whisperers are elusive, manipulative, unpredictable, and willing to cheat or kill comrades and rivals alike if doing so
: detect thoughts, hypnotic pattern
Bonus Actions
Change Shape. The yuan-ti transforms into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, increase their personal power, and befuddle the minds of their enemies. Mind whisperers are elusive, manipulative, unpredictable, and willing to cheat or kill comrades and rivals alike if doing so
: detect thoughts, hypnotic pattern
Bonus Actions
Change Shape. The yuan-ti transforms into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L11. Family Tree The door to L10 is closed but not locked, and the doors to areas L6 and L13 are both locked. Granny Nightshade carries keys to both of these doors (see “Skabatha’s Ring of Keys
Mother of Witches) A toadish hag (Bavlorna Blightstraw, as depicted in appendix B) A skeletal hag wearing a black, theatrical contraption resembling a dress (Endelyn Moongrave, as depicted in appendix B
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, though its portcullis remains closed. No guards are in sight, and beside the gate, the guardroom’s door is ajar.
On the other side of the portcullis, several figures wearing Dragon Army uniforms pace
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L11. Family Tree The door to L10 is closed but not locked, and the doors to areas L6 and L13 are both locked. Granny Nightshade carries keys to both of these doors (see “Skabatha’s Ring of Keys
Mother of Witches) A toadish hag (Bavlorna Blightstraw, as depicted in appendix B) A skeletal hag wearing a black, theatrical contraption resembling a dress (Endelyn Moongrave, as depicted in appendix B
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The teleport trap in area 28 16–20 The teleport trap in area 40c 5c. Electrified Portcullises This empty, 30-foot-wide, 10-foot-deep, 10-foot-high chamber is closed off by two humming iron
creature is made of ferrous metal or wearing metal armor. 5d. Deep Duerra’s Den This chamber, hidden behind a secret door, is choked with dust and cobwebs. The room’s only feature is a 9-foot-tall stone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The teleport trap in area 28 16–20 The teleport trap in area 40c 5c. Electrified Portcullises This empty, 30-foot-wide, 10-foot-deep, 10-foot-high chamber is closed off by two humming iron
creature is made of ferrous metal or wearing metal armor. 5d. Deep Duerra’s Den This chamber, hidden behind a secret door, is choked with dust and cobwebs. The room’s only feature is a 9-foot-tall stone