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Returning 35 results for 'cone related golorr to have removed'.
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Monsters
Monster Manual
Resistances. Damage type chosen for the Draconic Origin trait below.
Draconic Origin. The half-dragon is related to a type of dragon associated with one of the following damage types (DM’s
":"recharge", "rollAction":"Dragon's Breath"}. Dexterity Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Dragon's Breath
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
Equipment
pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature
or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
/day: blindness/deafness
Theft of Nerves (1/Day). The faerie unleashes a burst of mind-muddling magic in a 15-foot cone. Each creature in that area must succeed on a DC 12 Intelligence saving throw or
moss than most mortals. While ouphes are related to Eldraine’s faeries, the faeries treat them like distant (and somewhat embarrassing) cousins. Ouphes can be represented with the stat blocks for Pixie;pixies or Sprite;sprites.
Mischievous Stealth. The faerie takes the Hide action.
Monsters
Fizban's Treasury of Dragons
dragonborn touches another creature within 5 feet of it. The target magically regains 40 hit points. In addition, all diseases and poisons affecting the target are removed.
Radiant Breath (Recharge
6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Radiant Breath"}. The dragonborn exhales fiery radiance in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollType":"recharge","rollAction":"Mind Blast"}. The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22
the weapon to fire 50 shots. After its last shot is expended, the device becomes inoperable. The energy cell can’t be removed without destroying the weapon.
Magic Items
Tasha’s Cauldron of Everything
’t be removed while you are attuned to the teeth, and you can’t voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the
it are removed. When you use this action, a shimmering image of a unicorn’s horn appears until the end of your turn, sprouting from your forehead. The tooth regains all expended charges daily at
Demonomicon of Iggwilv
Legacy
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Magic Items
Tasha’s Cauldron of Everything
how many pages are removed, and it longs to be more than mere reference material.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables
charges).
Abyssal Reference. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you
Magic Items
Tomb of Annihilation
.
Frozen Time. As long as you wear the ring, you don’t age naturally. This effect is similar to suspended animation, in that your age doesn’t catch up to you once the ring is removed
charges: Bigby's hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges
Equipment
pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature
or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
monsters
, and the target has the Prone condition. Success: Half damage only.
Wicked Storm (Witch Only). Dexterity Saving Throw: DC 17, each creature in a 60-foot Cone. Failure: 27 (6d8);{"diceNotation":"6d8
, legends, and other tales, and reciting the moral of a story related to the reveler’s theme robs the reveler of its potency.Poison, PsychicCold, Fire
monsters
ability (spell save DC 15):
At Will: Darkness, Hypnotic Pattern.
1/Day: Cone of Cold, Disintegrate, Wall of Force
They were pinkish things about five feet long; with
may find their brain removed and placed within a strange cylinder. The item keeps the brain alive, allowing the mi-go to consult with their former servant as needed. A large mi-go colony may have
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Gathering Information If the Cassalanters are the main villains, the characters might come to their villa if their search for the Stone of Golorr or the Vault of Dragons hits a dead end. Victoro
Cassalanter keeps information related to his own search for the stone and the Vault of Dragons in his office (area C6).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Gathering Information If the Cassalanters are the main villains, the characters might come to their villa if their search for the Stone of Golorr or the Vault of Dragons hits a dead end. Victoro
Cassalanter keeps information related to his own search for the stone and the Vault of Dragons in his office (area C6).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
performed the procedure trapped this knowledge within an artifact called the Stone of Golorr. The wizard disappeared shortly thereafter, and Dagult hid the stone in the Palace of Waterdeep. Dagult was
off rebuilding the city of Neverwinter when the other Lords of Waterdeep voted him out of office. He immediately made plans to retrieve the Stone of Golorr and smuggle his cache of dragons out of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
performed the procedure trapped this knowledge within an artifact called the Stone of Golorr. The wizard disappeared shortly thereafter, and Dagult hid the stone in the Palace of Waterdeep. Dagult was
off rebuilding the city of Neverwinter when the other Lords of Waterdeep voted him out of office. He immediately made plans to retrieve the Stone of Golorr and smuggle his cache of dragons out of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Alley: Spring When this encounter begins, either the characters have the Stone of Golorr in their clutches, in which case they’re jumped as they move through an alley near the tower — or it was taken
the creature is restrained until the trap is removed. As an action, a creature can try to pry open the trap, doing so with a successful DC 12 Strength (Athletics) check. Ambushers The characters enter
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Alley: Spring When this encounter begins, either the characters have the Stone of Golorr in their clutches, in which case they’re jumped as they move through an alley near the tower — or it was taken
the creature is restrained until the trap is removed. As an action, a creature can try to pry open the trap, doing so with a successful DC 12 Strength (Athletics) check. Ambushers The characters enter
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cell in the pistol gives the pistol 10 charges. As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone
has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cell in the pistol gives the pistol 10 charges. As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone
has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
poisons affecting the target are removed.
Radiant Breath (Recharge 6). The dragonborn exhales fiery radiance in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking
44 (8d10) radiant damage on a failed save, or half as much damage on a successful one. When the dragonborn uses this action, it can choose up to three creatures in the cone. These creatures take no damage from the radiance and instead regain 22 (4d10) hit points each.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
poisons affecting the target are removed.
Radiant Breath (Recharge 6). The dragonborn exhales fiery radiance in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking
44 (8d10) radiant damage on a failed save, or half as much damage on a successful one. When the dragonborn uses this action, it can choose up to three creatures in the cone. These creatures take no damage from the radiance and instead regain 22 (4d10) hit points each.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rend attacks.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22
(4d10) Fire damage. Success: Half damage.
Weakening Breath. Strength Saving Throw: DC 13, each creature that isn’t currently affected by this breath in a 15-foot Cone. Failure: The target has
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rend attacks.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22
(4d10) Fire damage. Success: Half damage.
Weakening Breath. Strength Saving Throw: DC 13, each creature that isn’t currently affected by this breath in a 15-foot Cone. Failure: The target has
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
19. Metal-Heating Corridor A series of copper-colored metal plates lines the walls of the path before you.
The plates are 6 feet high and 6 feet wide, and cannot be damaged or removed. They produce
damage, such as ice storm or cone of cold, which will nullify the effect long enough for the party to dash through.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
19. Metal-Heating Corridor A series of copper-colored metal plates lines the walls of the path before you.
The plates are 6 feet high and 6 feet wide, and cannot be damaged or removed. They produce
damage, such as ice storm or cone of cold, which will nullify the effect long enough for the party to dash through.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
., Darkvision 60 ft.; Passive Perception 15
Languages Common, Draconic
CR 5 (XP 1,800; PB +3)
Traits
Draconic Origin. The half-dragon is related to a type of dragon associated with one of the
, each creature in a 30-foot Cone. Failure: 28 (8d6) damage of the type chosen for the Draconic Origin trait. Success: Half damage.
Bonus Actions
Leap. The half-dragon jumps up to 30 feet by spending 10 feet of movement.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
., Darkvision 60 ft.; Passive Perception 15
Languages Common, Draconic
CR 5 (XP 1,800; PB +3)
Traits
Draconic Origin. The half-dragon is related to a type of dragon associated with one of the
, each creature in a 30-foot Cone. Failure: 28 (8d6) damage of the type chosen for the Draconic Origin trait. Success: Half damage.
Bonus Actions
Leap. The half-dragon jumps up to 30 feet by spending 10 feet of movement.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
chaotic evil. He has these racial traits: He can use his action to exhale a 15-foot cone of fire (but can’t do this again until he finishes a short or long rest); each creature in the cone must make a
? Thrakkus hid the Stone of Golorr in a recent meat delivery to an alley in the Trades Ward. Thrakkus doesn’t keep records of his illegal transactions, so the characters must interrogate him or one of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is removed from the statue. No spells or other magical effects can move or damage the statue, which is a Medium object with AC 17, 33 hit points, and immunity to poison and psychic damage. If the
lich has prepared, plus the following: alarm, arcane lock, burning hands, charm person, clairvoyance, comprehend languages, cone of cold, delayed blast fireball, Evard’s black tentacles, fear, feeblemind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is removed from the statue. No spells or other magical effects can move or damage the statue, which is a Medium object with AC 17, 33 hit points, and immunity to poison and psychic damage. If the
lich has prepared, plus the following: alarm, arcane lock, burning hands, charm person, clairvoyance, comprehend languages, cone of cold, delayed blast fireball, Evard’s black tentacles, fear, feeblemind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
chaotic evil. He has these racial traits: He can use his action to exhale a 15-foot cone of fire (but can’t do this again until he finishes a short or long rest); each creature in the cone must make a
? Thrakkus hid the Stone of Golorr in a recent meat delivery to an alley in the Trades Ward. Thrakkus doesn’t keep records of his illegal transactions, so the characters must interrogate him or one of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Flesh Warping table. A spell that removes a curse ends all ichor-related warping effects on a creature. Ichor-Coated Weapons Demon ichor is sticky enough to adhere to most weapons. A creature in Avernus
feet.
21–25 The target’s eyes become beacons, filling a 15-foot cone with dim light when they are open.
26–30 A pair of wings, either feathered or leathery, sprout from the target’s back
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Flesh Warping table. A spell that removes a curse ends all ichor-related warping effects on a creature. Ichor-Coated Weapons Demon ichor is sticky enough to adhere to most weapons. A creature in Avernus
feet.
21–25 The target’s eyes become beacons, filling a 15-foot cone with dim light when they are open.
26–30 A pair of wings, either feathered or leathery, sprout from the target’s back
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
a settlement and devises ways to abduct and devour some of them. Magical Ogres. Oni are sometimes called ogre mages because of their innate magical ability. Though they are only distantly related to
components:
At will: darkness, invisibility
1/day each: charm person, cone of cold, gaseous form, sleep
Magic Weapons. The oni’s weapon attacks are magical.
Regeneration. The oni regains 10 hit