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Returning 35 results for 'conceal release gives to have repeats'.
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Magic Items
Dungeon Master’s Guide
15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15
feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
Magic Items
Dungeon Master’s Guide
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each
it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.
Magic Items
Dungeon Master’s Guide
magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Magic Items
Dungeon Master’s Guide
that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
a 10-foot radius and Dim Light for an additional 10 feet. You can dismiss or manifest the halo as a Bonus Action. While present, the halo gives you Advantage on Charisma (Persuasion) checks. In
Monsters
Acquisitions Incorporated
":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"slashing"} slashing damage.
Word From Beyond (1/day). Splugoth remembers and repeats aloud a few words from a place he entered while
trust Omin Dran. Wait, that’s two pieces of advice. You owe me.
Sometimes a goblin can’t catch a break. First, you fall in with a cult that works for the release of a death god. Then
Backgrounds
Guildmasters’ Guide to Ravnica
journals or hidden away in someone’s mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission’s sole purpose is to conceal the
Contacts table, giving you an ally who serves as your contact in Dimir. Then roll twice on the table for your secondary guild. The first roll gives you an ally there, and the second roll gives you a rival
monsters
. As an Influence action, a creature that poses a riddle to the ketgrinn and succeeds on a DC 16 Charisma (Deception) check gives the ketgrinn the Incapacitated condition until the start of the
;t speak or make any verbal sound while its voice is stolen. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If it fails three of these
monsters
pushes the target up to 10 feet or gives them the Prone condition (dhuthorex’s choice).
Tentacle. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction
end of each of its turns, the creature repeats the save, ending the effect on itself on a success. Success: The target is immune to this dhuthorex’s Frightful Presence for the next 24 hours
Book of Exalted Deeds
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to
10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target
, or until the target is no longer within 15 feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target
, or until the target is no longer within 15 feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While
escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While
escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
tries to subjugate the rest. In exchange for their lives, the survivors must agree to help the beholder find the Stone of Golorr. If they refuse, the beholder destroys another character and repeats the
character makes. On a failure, Xanathar demands that the character release Sylgar at once or be disintegrated (and makes good on its threat).
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. The farmer gives you a friendly wave as the wagon draws near.
The farmer is Kaddrus, a lawful evil cambion using the alter self spell to conceal his true form. Hiding under the hay are the
cambion’s evil accomplices: three human veterans who speak Common and Infernal. Their names are Falar and Zaroud al’Ryshal, and Nulra Blacksaddle. When the cambion gives the order in Infernal, the veterans
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
conceal my contempt for others.
8 I truly regret the things I have done and will do whatever I can to atone.
Shadow Dragon Ideals d6 Ideal
1 Merciless. Life doesn’t offer second
chances, and neither do I. (Lawful)
2 Hedonism. The multiverse is painful enough. Seek pleasure wherever you can find it. (Chaotic)
3 Cruelty. The only release for my pain is to visit it upon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
tries to subjugate the rest. In exchange for their lives, the survivors must agree to help the beholder find the Stone of Golorr. If they refuse, the beholder destroys another character and repeats the
character makes. On a failure, Xanathar demands that the character release Sylgar at once or be disintegrated (and makes good on its threat).
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. The farmer gives you a friendly wave as the wagon draws near.
The farmer is Kaddrus, a lawful evil cambion using the alter self spell to conceal his true form. Hiding under the hay are the
cambion’s evil accomplices: three human veterans who speak Common and Infernal. Their names are Falar and Zaroud al’Ryshal, and Nulra Blacksaddle. When the cambion gives the order in Infernal, the veterans
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Stone Defender Thick plates of stone riveted onto a stone defender give it substantial protection and allow it to conceal itself against a stony surface. Its chief role isn’t as an ambusher, however
, and if the target is Large or smaller, it is knocked prone.
Reactions
Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
conceal my contempt for others.
8 I truly regret the things I have done and will do whatever I can to atone.
Shadow Dragon Ideals d6 Ideal
1 Merciless. Life doesn’t offer second
chances, and neither do I. (Lawful)
2 Hedonism. The multiverse is painful enough. Seek pleasure wherever you can find it. (Chaotic)
3 Cruelty. The only release for my pain is to visit it upon
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Stone Defender Thick plates of stone riveted onto a stone defender give it substantial protection and allow it to conceal itself against a stony surface. Its chief role isn’t as an ambusher, however
, and if the target is Large or smaller, it is knocked prone.
Reactions
Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Grappled.” Grappled Condition. Successfully grappling a creature gives it the Grappled condition. One Grapple per Hand. A
Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple’s range. In addition, the grappler can release the target at any time (no action required).
Compendium
- Sources->Dungeons & Dragons->Monster Manual
.
2 Conceal evidence of a vast conspiracy.
3 Control a community through fear by posing as a legendary bogeyman.
4 Replace a noble to enjoy a decadent lifestyle.
5 Spy on wizards to
the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Bonus Actions
Shape-Shift. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Droaam Adventure Hooks Any adventure that takes place in Droaam or involves creatures that hail from that nation gives the players and their characters a chance to deal with monsters that don’t
sends authorities a broken stone finger bearing a distinctive signet ring, and invites emissaries to bring gold, a magic item, or some other ransom for the petrified individual’s release. 2 A House
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Grappled.” Grappled Condition. Successfully grappling a creature gives it the Grappled condition. One Grapple per Hand. A
Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple’s range. In addition, the grappler can release the target at any time (no action required).
Compendium
- Sources->Dungeons & Dragons->Monster Manual
.
2 Conceal evidence of a vast conspiracy.
3 Control a community through fear by posing as a legendary bogeyman.
4 Replace a noble to enjoy a decadent lifestyle.
5 Spy on wizards to
the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Bonus Actions
Shape-Shift. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Grappled.” Grappled Condition. Successfully grappling a creature gives it the Grappled condition. One Grapple per Hand. A
Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple’s range. In addition, the grappler can release the target at any time (no action required).
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Droaam Adventure Hooks Any adventure that takes place in Droaam or involves creatures that hail from that nation gives the players and their characters a chance to deal with monsters that don’t
sends authorities a broken stone finger bearing a distinctive signet ring, and invites emissaries to bring gold, a magic item, or some other ransom for the petrified individual’s release. 2 A House
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
grapple is initiated, it follows these rules. See also “Unarmed Strike” and “Grappled.” Grappled Condition. Successfully grappling a creature gives it the Grappled condition. One Grapple per Hand. A
Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple’s range. In addition, the grappler can release the target at any time (no action required).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can
. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can
. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
it can be bribed with coin, gemstones, or shiny baubles. It gives up both the stone and the boy in return for 100 gp worth of treasure. If the characters and the kenku reach an impasse, Squiddly kicks
the kenku in the shin, causing it to release him, and hides under some old furniture. This act initiates combat as the kenku draws its sword. If he has a clear path to the stairs, Squiddly runs down
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
obvious places as false “treasure,” prompting intruders to open the container and release a swarm. In a combat involving large numbers of kobolds (such as ten or more), consider spreading out their
attacks over the round instead of having them all act on the same initiative count. Doing this gives the kobolds more opportunities to react to what their enemies do, and makes it harder for players to coordinate their characters’ attacks because not all the kobolds take their actions at the same time.