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Returning 35 results for 'confusing remove guide to have reveal'.
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Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
Fool. You have
Monsters
Strixhaven: A Curriculum of Chaos
to warp the fabric of the world around them. Sages who seek out archaics for their knowledge receive confusing and often contradictory answers to questions. If a supplicant successfully unwinds the
. Because their knowledge cuts across the flow of time, archaics are careful how much they reveal to mortals and thus tend to speak in riddles.Poison, PsychicForce
Magic Items
Vecna: Eve of Ruin
(see the Dungeon Master’s Guide for options):
1 minor beneficial property
1 major beneficial property
1 minor detrimental property
Perfect Disguise. While attuned to the crown, you can
form. Interactions with you while you are transformed by the crown reveal no illusory magic, nor do they reveal anything other than details about the creature you’re disguised as. You count as
Monsters
Candlekeep Mysteries
.
The disk can be removed to reveal the glowing sapphire only when the golem receives a command to use its power from someone whose commands it obeys. Otherwise, the sapphire remains hidden. The
charges daily at dawn and glows again once it has 1 or more charges.
The golem attacks anyone who tries to remove the sapphire, which is worth 25,000 gp.
Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Magic Items
Tomb of Annihilation
to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide).
Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw
, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.
Monsters
Bigby Presents: Glory of the Giants
frigid air to freeze foes in place.
If the cradle is destroyed, its icy body shatters to reveal the awakened scion of Thrym inside it. Forming a double-bladed axe in its hand, the 70-foot-tall scion
envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
Monsters
Eberron: Rising from the Last War
throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell.
The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest
guide the quori race, and the Devourer of Dreams — the personal emissary of the Dreaming Dark — is of this order. Although the kalaraqs never fight one another overtly, each has its own agenda, and
Monsters
Bigby Presents: Glory of the Giants
, its icy body shatters to reveal the awakened scion of Thrym inside it. Forming a double-bladed axe in its hand, the 70-foot-tall scion rushes at any foe that dares to challenge it. Emulating sagas of
’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
Fraz-Urb'luu
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
of their holy cause, only to eventually reveal his true nature and claim their souls as his own.Fraz-Urb’luu’s Lair
Fraz-Urb’luu’s lair lies within the Abyssal lair known as
’s Guide for more on madness.
Madness of Fraz-Urb’luu
d100
Flaw (lasts until cured)
01–20
“I never let anyone know the truth about my actions or
Magic Items
Waterdeep: Dragon Heist
Stone of Golorr has the following properties, determined by rolling on the tables in the “Artifacts” section in chapter 7 of the Dungeon Master’s Guide:
1 minor beneficial property
the stone being in your possession and all knowledge imparted by it. A remove curse spell cast on you has a 20 percent chance of restoring the lost knowledge and memories, and a greater restoration
Yeenoghu
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
","rollDamageType":"piercing"} piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained
madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.
Madness of Yeenoghu
d100
Flaw (lasts until cured)
01–20
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
Celestial Champions
celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.
Hidden Wanderers
While aasimar are strident foes of evil, they typically
Compendium
- Sources->Dungeons & Dragons->Stranger Things
environment (like traps) — and the dice reveal how things turn out! All creatures written with an underline can be found in the Monsters section of the rulebook. Don’t worry too much about getting the rules
right or being perfect as a DM (that’s short for Dungeon Master). Just relax, let things happen naturally, and enjoy playing the game. If things get confusing — especially in combat — do what seems
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cursed Items A magic item’s description specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fail to reveal such a curse. Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with a Remove Curse spell.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Cursed Items A magic item’s description specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fail to reveal such a curse. Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with a Remove Curse spell.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Cursed Items A magic item’s description specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fail to reveal such a curse. Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with a Remove Curse spell.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cursed Items A magic item’s description specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fail to reveal such a curse. Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with a Remove Curse spell.
Compendium
- Sources->Dungeons & Dragons->Stranger Things
environment (like traps) — and the dice reveal how things turn out! All creatures written with an underline can be found in the Monsters section of the rulebook. Don’t worry too much about getting the rules
right or being perfect as a DM (that’s short for Dungeon Master). Just relax, let things happen naturally, and enjoy playing the game. If things get confusing — especially in combat — do what seems
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
travelling mystics to carry multiple curing ingredients, to sell for exorbitant prices. To cure a curse, a cursed creature must be targeted with a Remove Curse or Greater Restoration spell once for each
escalated to. For example, a curse that has escalated to Stage 3 requires 3 cure components as well as three castings of Remove Curse or Greater Restoration spell—one cure component per casting—from three
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Conclusion After ridding the temple of Xia’s Cult, the characters can return to Greysmere to collect their reward. Even if they didn’t remove every threat, Oriann trusts the characters accomplished
. Should the characters reveal that a silver dragon was behind the cult’s bizarre activities, Oriann recalls observing a wyrmling soaring among the clouds from time to time, but they know nothing more about it. Jodie Muir
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Conclusion After ridding the temple of Xia’s Cult, the characters can return to Greysmere to collect their reward. Even if they didn’t remove every threat, Oriann trusts the characters accomplished
. Should the characters reveal that a silver dragon was behind the cult’s bizarre activities, Oriann recalls observing a wyrmling soaring among the clouds from time to time, but they know nothing more about it. Jodie Muir
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
methods of identifying items, including the identify spell, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the item’s user when the curse’s effects are revealed
. Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with the remove curse spell.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
to such environments (see the Dungeon Master’s Guide). In addition to resting, the characters can remove any accumulated levels of exhaustion by drinking the water of Athis, which still flows within Amun Sa’s pyramid (detailed later in this adventure).
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
methods of identifying items, including the identify spell, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the item’s user when the curse’s effects are revealed
. Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with the remove curse spell.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
to such environments (see the Dungeon Master’s Guide). In addition to resting, the characters can remove any accumulated levels of exhaustion by drinking the water of Athis, which still flows within Amun Sa’s pyramid (detailed later in this adventure).
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Arrival in Thither When the adventurers first arrive in Thither, read: The mists part to reveal a primeval forest. A fragrant breeze wafts between the enormous trees, sending motes of pollen dancing
into the air. Patches of sunlight kiss the forest floor, and the sweet melody of birdsong echoes all around.
Their guide leads the characters to Nib’s Cave, the location of which is shown on the map
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
deception so they don’t realize the discordance between his childlike affectations and his appearance. If forced to reveal his aged form, he pretends to be confused and employs elaborate clockwork toys
might eventually be revealed as Ivan’s toys. Wicked Wonderland. The Dilisnya estate, Degravo, is a confusing tangle of topiary gardens, hedge mazes, and neglected petting zoos that abut sheer cliffs. The
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Arrival in Thither When the adventurers first arrive in Thither, read: The mists part to reveal a primeval forest. A fragrant breeze wafts between the enormous trees, sending motes of pollen dancing
into the air. Patches of sunlight kiss the forest floor, and the sweet melody of birdsong echoes all around.
Their guide leads the characters to Nib’s Cave, the location of which is shown on the map
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
buried under a patch of buttery mold. A brass key hangs around its neck.
A patch of green slime (see chapter 5 of the Dungeon Master’s Guide) clings to the ceiling above the entrance and drops on the
first creature that passes underneath. A patch of yellow mold (see chapter 5 of the Dungeon Master’s Guide) covers the skeletal corpse. If a creature touches the mold, it ejects a cloud of deadly spores
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
eastern end are a pair of arched bronze doors of ornate design. These doors can be pulled open to reveal area K40 beyond. Most of the hall is full of giant spider webs (see “Dungeon Hazards” in chapter 5
, “Adventure Environments,” of the Dungeon Master’s Guide). Characters who stray from the unobstructed path through the webs risk becoming stuck. Secret Doors At the west end of the hall are two secret
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
eastern end are a pair of arched bronze doors of ornate design. These doors can be pulled open to reveal area K40 beyond. Most of the hall is full of giant spider webs (see “Dungeon Hazards” in chapter 5
, “Adventure Environments,” of the Dungeon Master’s Guide). Characters who stray from the unobstructed path through the webs risk becoming stuck. Secret Doors At the west end of the hall are two secret
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
deception so they don’t realize the discordance between his childlike affectations and his appearance. If forced to reveal his aged form, he pretends to be confused and employs elaborate clockwork toys
might eventually be revealed as Ivan’s toys. Wicked Wonderland. The Dilisnya estate, Degravo, is a confusing tangle of topiary gardens, hedge mazes, and neglected petting zoos that abut sheer cliffs. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
buried under a patch of buttery mold. A brass key hangs around its neck.
A patch of green slime (see chapter 5 of the Dungeon Master’s Guide) clings to the ceiling above the entrance and drops on the
first creature that passes underneath. A patch of yellow mold (see chapter 5 of the Dungeon Master’s Guide) covers the skeletal corpse. If a creature touches the mold, it ejects a cloud of deadly spores
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide). Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15
Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide). Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15
Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.