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Returning 35 results for 'combat worn reveals'.
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combat world reveal
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Spells
Playerâs Handbook
creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full
. In combat, it takes its turns immediately after yours, and it obeys your commands.
If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending
Spells
Playerâs Handbook
Objects animate at your command. Choose a number of nonmagical objects within range that arenât being worn or carried, arenât fixed to a surface, and arenât Gargantuan. The maximum
. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.
Until the spell ends, you can take a
Magic Items
Dungeon Masterâs Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you donât choose a foe, this card has no effect.
Donjon. You disappear
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
is created.
A shield guardianâs amulet is subject to direct attack if it isnât being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an
Monsters
Spelljammer: Adventures in Space
object inside the gullet.
False Appearance. If the eye monger is motionless and has its eye and mouth closed at the start of combat, it has advantage on its initiative roll. Moreover, if a creature
eye and mouth are closed, an eye monger looks like nothing more than a 12-foot-diameter asteroid. When it senses vibrations in the space around it, the eye monger opens its eye and reveals its true
Monsters
Baldurâs Gate: Descent into Avernus
or worn take 35 (10d6);{"diceNotation":"10d6","rollType":"damage","rollAction":"Trumpet of Blasting","rollDamageType":"thunder"} thunder damage.
Trumpet of Sparkles. Creatures in the cone must make a
powerful innate magic to help it combat evil and protect its friends.PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Waterdeep: Dungeon of the Mad Mage
, however, Halaster is alert and attentive to the activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself.As the
helm floating as though worn by an invisible figure, and illusory footprints appearing on a dusty floor.
Silent apparitions of dead adventurers drift through halls and rooms as though they are lost
Monsters
Fizban's Treasury of Dragons
targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 28 (8d6);{"diceNotation":"8d6
beauty of the ocean. (Good)
6
Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)
Topaz
Monsters
Fizban's Treasury of Dragons
Actions). The dragon targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a DC 19 Constitution saving throw or take 40 (9d8
the sight of the vast beauty of the ocean. (Good)
6
Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures
magic-items
your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it
stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
scythe. Only a skilled and determined hero can hope to survive single combat with an orc.
Savage and fearless, orc tribes are ever in search of elves, dwarves, and humans to destroy. Motivated by their
while learning to fight, to survive in the wild, and to fear the gods.
The children that canât endure the rigors of a life of combat are culled from the main body of the tribe, taken into the
magic-items
and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you donât issue
is wound again.
Flying Wonder (Common). An activated flying wonderuses the Flying Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count
Summon Fiend
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tashaâs Cauldron of Everything
.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action
). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spellâs level fire damage. If the target is a flammable object that isnât being worn or carried, it also catches fire.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
detect magic spell reveals an aura of transmutation magic around the tattoo. The tattoo is Vocathâs sigil, worn by those who are closest to the mercane.
Toril. Qitru doesnât know the tyrant shipâs combat capabilities, so sheâs not willing to risk her entire crew to retrieve Miken. If the characters tell Qitru that Miken is not aboard the tyrant ship
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
oval rug covering much of the floor is tattered and severely worn with age.
Projection. The first time any creature steps into the room, a menacing draconic form takes shape in the fog. The draconic
15 Intelligence (History) check reveals that the crest belongs to the Moonstar family of Waterdeep, presided over by the venerable Lady Wylynd Moonstar.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
ruins of an ancient city. All that remains are worn flagstones covered in moss and lichen, toppled blocks of weathered stone, and a former tower fallen and now lying stretched across a fifty-foot-wide
who dwelled here and took the machine with him when he departed. A successful DC 12 Intelligence (Investigation) check reveals faded carvings on the stone blocks depicting stylized aspects of daily
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
suggesting how their previous owners met their ends. Mind Flayer Costume Closer inspection reveals that the mind flayer is a featureless wooden mannequin dressed in a convincing mind flayer costume
costume is viewed in poor lighting or from more than 15 feet away. A character who wears the mask has disadvantage on Wisdom (Perception) checks. A character who wears the robe and cowl has disadvantage on Dexterity (Stealth) checks. The robe and cowl canât be worn over heavy armor.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
githyankiâs right hand. A detect magic spell reveals an aura of transmutation magic around the tattoo. The tattoo is Vocathâs sigil, worn by those who are closest to the mercane. If the tattoos are brought
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
: Creatures. Not every adversary wants to engage in mortal combat. Certain creatures might delight in a battle of wits. The reward for answering a creatureâs riddle might be a small treasure, a bit of
helpful magic, or permission to pass through the monsterâs lair unscathed. If combat is inevitable, the answer to a monsterâs riddle might reveal useful information like the monsterâs secret weapon or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. An alarm spell silently warns Ezzat if any other creature opens the door.
A detect magic spell reveals a powerful aura of abjuration magic around each sapphire. Close examination reveals the image
gemstone out. Each vampire initially appears as a cloud of mist, then spends its first turn in combat reverting to its true form. The vampiresâ names are Sabatene Xilzzrin and Tebran Madannith. Their houses
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
flayed faces of monks and prisoners, recognizable as such with a successful DC 13 Wisdom (Perception) check or by any character who has seen the horrid leather robe worn by the Grand Master. Creatures
animated leather faces detaching from the walls to attack alongside them. Treat all the faces as a swarm of bats. Treasure. Any inspection or a successful DC 12 Wisdom (Perception) check reveals that the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
powdered rust. Artifacts are immune to this corrosion. Any metal object not being worn or carried that enters the room is instantly drawn to the shield if it weighs 150 pounds or less. Any creature
detect magic spell or similar effect reveals an aura of transmutation magic over the shield. The statue and shield are treated as a single Large object with AC 17; 40 hit points; immunity to piercing
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
). They cannot see the stables or kennels (areas 2 and 3) from the nest. Combat on the Rooftop The nest provides reasonable traction and a good perch for the perytons, but the sloped roof is tricky to
armor, a punctured helmet, and other detritus. Digging around for 1 minute or more also reveals two treasures: an ancient arrow-catching shield and a bag of tarnished silverware worth 100 gp.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Companion Mounts Many companions are large enough to ride, especially by caregivers who are Small, when outfitted with an exotic saddle similar to those worn by aquatic or flying mounts. When a
caregiver rides a companion into combat, not much actually changes. The caregiver and companion still each act on the same turn, and the caregiver must use their bonus action to direct the companion to
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Strength check made by someone with a Strength score of 16 or greater, to break it down. Opening the door to this chamber reveals a grisly sight. Three desiccated human corpses are strung up at even
are slick because of the water and walking on them is normally no trouble. However, once combat begins, anyone charging across the floor must make a successful DC 15 Dexterity (Acrobatics) check or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Intelligence (Arcana) check reveals that the glyphs around each door prevent devils from passing through the doorway. Scratching away any of the glyphs breaks the magic on that door, allowing devils
wall is illusory, concealing area 47b beyond. A detect magic spell reveals an illusory wall for what it truly is. It has no substance, and creatures and objects can pass right through it. The illusory
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
most closely intersects the Old Road, it widens to 40 feet. Investigating. The pillars are worn and broken, and graffiti in the Dwarvish alphabet covers most of them. Characters who know Goblin (after
reveals that the area in and around the pillars has hosted many small campfires, some of as recent as a month ago. Someone went to some effort to hide the evidence of the camps from casual scrutiny
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the high ground to the west. A frayed length of rope dances from its beam. The well-worn road splits here, and a signpost opposite the gallows points off in three directions: Barovia Village to the
your card reading reveals that a treasure is here, it is buried in one of the graves. For each grave the characters dig up, thereâs a cumulative 10 percent chance of finding the treasure.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
through narrow tunnels to reach this area (see the âWhorlstone Tunnels: General Featuresâ sidebar). The glow of faerzress in these tunnels reveals sticky white strands clinging to the walls. The
the walls and ceiling, getting into position above creatures on the floor. The Spider King and the giant spiders fight to the death, but they donât follow prey that flees. Development Sounds of combat here alert the duergar in area 7.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shooting its longbow. As it attacks, it says over and over in Elvish, âThe queen is mad â mad at me. She is mad as mad can be.â Pulling apart the web cocoons or setting them on fire reveals the
petrified creatures hidden inside them. The creatures include several drow, kuo-toa, and troglodytes, as well as a few dwarf miners and human pirates. All of them are locked in poses of combat, with expressions of fear on their faces.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
occupant eventually fade from view and donât reappear. Whirlwyrm Spotted A giant splash reveals another whirlwyrm (use the giant crocodile stat block) swimming near the characters. If sailing characters
want to sneak by the creature, they must succeed on a DC 10 group Dexterity (Stealth) check, or the monster notices them and attacks. If the characters engage the creature in combat, theyâre delayed in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
) transform into specters under Olanthiusâs command and join him on his hunt. Olanthius is an extraordinarily powerful foe for 9th-level characters. Fortunately, the characters can avoid combat with the death
, as well as the location of Kostchtchieâs Maw, on the charactersâ map. Once Kostchtchie is released, the characters can report back to Olanthius at the Crypt of the Hellriders, whereupon he reveals the Bleeding Citadelâs location.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Rakshasa Millions of years before the rise of the humanoid races, the rakshasas of Eberron ruled a civilization that spanned Khorvaire. Masters of combat, the rakshasas of Eberron wield their weapons
revere the couatls. Unlike other rakshasas with their luxurious robes and fineries, zakya rakshasas are almost always clad in battle gear: well-worn scale mail, a razor-sharp longsword, and a heavy
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
truth and the tools wereravens have long used to combat evil. Among these are spirit boards (detailed in chapter 4), tarokka decks, Mist talismans, and piecemeal occult writings from various domains
emblem worn as a pin or amulet. Drawn from esoteric writings, this mark is a recreation of the Holy Symbol of Ravenkind, a storied religious artifact from Barovia. Though these reproductions carry no
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Affected by the Spell Animate Objects Objects animate at your command. Choose a number of nonmagical objects within range that arenât being worn or carried, arenât fixed to a surface, and arenât Gargantuan
Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours. Until the spell ends, you can






