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Returning 35 results for 'confusion remove grave to have realm'.
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Compendium
- Sources->Dungeons & Dragons->Rrakkma
Far Realm Confusion Experiencing the Far Realm is not for the weak of mind. EVERY round the adventurers are in the Far Realm, they must each make a successful DC 15 Wisdom saving throw at the
beginning of each turn or suffer the effects of confusion that round. The chart has been modified from the one in the Player’s Handbook to more accurately reflect the effects of the Far Realm. Please use
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Far Realm Confusion Experiencing the Far Realm is not for the weak of mind. EVERY round the adventurers are in the Far Realm, they must each make a successful DC 15 Wisdom saving throw at the
beginning of each turn or suffer the effects of confusion that round. The chart has been modified from the one in the Player’s Handbook to more accurately reflect the effects of the Far Realm. Please use
Monsters
Adventure Atlas: The Mortuary
Incorruptible Vessel. The exorcist can’t be possessed by Celestials, Fiends, or Undead.Multiattack. The exorcist makes two Grave Burst attacks.
Grave Burst. Melee or Ranged Spell Attack: +6
;{"diceNotation":"1d20+6", "rollType":"spell", "rollAction":"Grave Burst"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 3) necrotic;{"diceNotation":"3d10+3", "rollType":"damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Grave. While within 30 feet of the skull lord, any Undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6;{"diceNotation":"1d6", "rollType":"heal", "rollAction
":"Master of the Grave"} hit points whenever it starts its turn there.
Unusual Nature. The skull lord doesn’t require air, food, drink, or sleep.Multiattack. The skull lord makes three Bone Staff or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
sight.
3–4: Confusing Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon’s next turn. Demogorgon doesn
chaos, confusion, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss.
The demon lord is
Monsters
Spelljammer: Adventures in Space
collectors, neh-thalggu consume the brains of Humanoids and use them as receptacles to enhance their magical abilities.
Neh-thalggu are born in the nightmarish Far Realm, but they spread across the
.
After a neh-thalggu kills a victim, it uses its pincers to cut open the victim’s head and remove the brain. It then swallows the brain whole. The collected brain is stored inside one of several
Monsters
Phandelver and Below: The Shattered Obelisk
), mage hand (the hand is invisible), prestidigitation
2/day each: confusion, sending, telekinesis
1/day each: dominate monster, plane shift (self only)Qunbraxel is an arrogant mind flayer warlock
off from any elder brain Qunbraxel considers worthy, the mind flayer hopes to join the Ilvaash fanatics and receive power and insight from the Far Realm.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
unconscious creature remains asleep until it is no longer in the area with tendrils, takes any damage, or is targeted by a remove curse spell or similar magic.Nightmare haunts are terrors from the
, Eriette and Ashiok conspire to build a nightmare realm in the ruins of Castle Ardenvale at the heart of the Wicked Slumber, replacing the virtuous court with one composed of sleepwalkers and dreamers
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, confusion, darkness, fear, major image, true seeingMisty Escape (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Misty Escape"}. When the shadar-kai takes damage, it turns
shadar-kai, elves whose ancestors served the Raven Queen, a god of death and memory. They were brought to that realm in ages past, so long ago that they’re now adapted to its cheerless
Monsters
Curse of Strahd
. The target must succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts until ended with a greater restoration spell, a remove curse
the master of Ravenloft, but she has all the power she desires and doesn’t seek to supplant him. She would rather help Strahd find someone else to succeed him, although she has grave doubts about
Monsters
Candlekeep Mysteries
lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Valin targets one creature she can see within 60 feet of her. If the target can see Valin, it must succeed on a DC 16
as the immortal heir of Savras’s realm. The Canopic Being came into her possession years ago, and an obsession with the dark rituals therein set the oracle on her present course.
Valin has
Monsters
Mordenkainen Presents: Monsters of the Multiverse
additional effects, each of which he can apply only once per turn:
Confusion. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu
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 condition.
Pack Rush. Each gnoll
Monsters
Eberron: Rising from the Last War
following spells, requiring no components:
At will: arcane eye
3/day each: clairvoyance, confusion, dream, eyebite
Magic Resistance. The quori has advantage on saving throws against spells and other
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
Species
Van Richten’s Guide to Ravenloft
resurrected, but something went wrong.
2
Stitches bind your body’s mismatched pieces, and your memories come from multiple different lives.
3
After clawing free from your grave, you realized
of Dread (detailed in chapter 3):
Har’Akir. You died and endured the burial rites of this desert realm, yet somehow a soul—yours or another’s—has taken refuge in your
Monsters
Curse of Strahd
): augury, lesser restoration, protection from poison
3rd level (3 slots): magic circle, remove curse, speak with dead
4th level (3 slots): death ward, freedom of movement
5th level (1 slot): dispel
. He has good evidence to suggest that Strahd periodically hibernates in his coffin, sometimes for years, when all is quiet in the realm. While he bides his time, van Richten hides in plain sight with
Yeenoghu
Legacy
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Monsters
Out of the Abyss
Yeenoghu’s next turn.
3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu’s next turn.
Flail. Melee Weapon Attack: +16
","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
Monsters
Van Richten’s Guide to Ravenloft
destroyed, it regains all its hit points in 1 hour unless Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The priest is a
death and become an undead creature, potentially cheating the grave over and over.
This unholy order of priests was founded centuries ago by Osybus, a mysterious figure of unfathomable ambition and evil
Monsters
Mythic Odysseys of Theros
magical plants and Hythonia’s various treasures. Hythonia encourages such rumors by letting lone survivors escape her realm, letting the ravings of survivors tempt more playthings into her clutches
creature has disadvantage on Intelligence checks and Intelligence saving throws, and it behaves as if under the effect of the confusion spell.
Regional Effects
The region containing Hythonia’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
must first open Sylphene’s grave and remove the coffin (see area C9). In the darkest hours of the night, fog leaches into the open grave and fills it. Any creature that lies down in the fog-filled
Shadow Crossing Sylphene, the baron’s firstborn daughter, was a tortured soul. After she was interred, her grave became a shadow crossing—a gateway to the Shadowfell. To use this gate, the characters
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
must first open Sylphene’s grave and remove the coffin (see area C9). In the darkest hours of the night, fog leaches into the open grave and fills it. Any creature that lies down in the fog-filled
Shadow Crossing Sylphene, the baron’s firstborn daughter, was a tortured soul. After she was interred, her grave became a shadow crossing—a gateway to the Shadowfell. To use this gate, the characters
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Realm uprooted the spire from regular space and time and transformed everyone inside into deadly Aberrations. But wards placed by the knights long before kept the Far Realm’s magic confined within
the tower, which became a pocket dimension with no escape. The Aberrations were trapped in the tower, unable to leave until the Far Realm energies dispersed and the tower stabilized in the present. More
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Realm uprooted the spire from regular space and time and transformed everyone inside into deadly Aberrations. But wards placed by the knights long before kept the Far Realm’s magic confined within
the tower, which became a pocket dimension with no escape. The Aberrations were trapped in the tower, unable to leave until the Far Realm energies dispersed and the tower stabilized in the present. More
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
nature of the horror is on display. Ghost Story Settings d8 Setting
1 A realm where speaking to spirits is just like speaking with the living
2 A graveyard city-state where all living
residents are grave keepers
3 A nation where the residents observe grueling rituals to keep the angry dead appeased
4 A city where the victims of violence can’t cross into the afterlife
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
nature of the horror is on display. Ghost Story Settings d8 Setting
1 A realm where speaking to spirits is just like speaking with the living
2 A graveyard city-state where all living
residents are grave keepers
3 A nation where the residents observe grueling rituals to keep the angry dead appeased
4 A city where the victims of violence can’t cross into the afterlife
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
from the Giant Kin Encounters table in chapter 3 to unleash on surrounding settlements. The giant can be cleansed of Far Realm influence by the remove curse or greater restoration spell, but only if the
) lurking in the hold has designs on the Forest Crystal (in this chapter), seeking to corrupt it and use its magic to spread the Far Realm intrusion. While some of its minions—creatures from the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
from the Giant Kin Encounters table in chapter 3 to unleash on surrounding settlements. The giant can be cleansed of Far Realm influence by the remove curse or greater restoration spell, but only if the
) lurking in the hold has designs on the Forest Crystal (in this chapter), seeking to corrupt it and use its magic to spread the Far Realm intrusion. While some of its minions—creatures from the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
). When Strahd encounters the characters, read the following: “So, intruders into my realm, we finally meet. From the way the villagers spoke about you, I expected you to be more impressive. Ah, well. I
, Strahd regards the Ulmist inquisitor with grave respect and allows her to leave the house. “I will permit you to flee this place,” he intones. “But only if you do so immediately, and you never return
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
). When Strahd encounters the characters, read the following: “So, intruders into my realm, we finally meet. From the way the villagers spoke about you, I expected you to be more impressive. Ah, well. I
, Strahd regards the Ulmist inquisitor with grave respect and allows her to leave the house. “I will permit you to flee this place,” he intones. “But only if you do so immediately, and you never return
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
control the staircase or its doors, and he holds no sway over their destinations or who may enter through them. The djinni is a product of the multiverse, a distant observer bound to the realm by the
circumstances of his creation. An unwritten law dictates that there must always be a noble genie to watch over the Infinite Staircase. As a result, Nafas can never leave it. Any attempt to forcibly remove him from the Infinite Staircase, whether by magical means or otherwise, fails.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
damaged by mold, rendering it worthless.)
Vertrand has smooth flesh where his eyes should be, for he surrendered his ocular orbits to a Far Realm entity in exchange for blindsight. Having foreseen the
changes: Vertrand is chaotic evil and speaks Abyssal, Common, Deep Speech, and Undercommon. He has blindsight out to a range of 60 feet, but is blind beyond this radius. He has the confusion spell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
damaged by mold, rendering it worthless.)
Vertrand has smooth flesh where his eyes should be, for he surrendered his ocular orbits to a Far Realm entity in exchange for blindsight. Having foreseen the
changes: Vertrand is chaotic evil and speaks Abyssal, Common, Deep Speech, and Undercommon. He has blindsight out to a range of 60 feet, but is blind beyond this radius. He has the confusion spell
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
control the staircase or its doors, and he holds no sway over their destinations or who may enter through them. The djinni is a product of the multiverse, a distant observer bound to the realm by the
circumstances of his creation. An unwritten law dictates that there must always be a noble genie to watch over the Infinite Staircase. As a result, Nafas can never leave it. Any attempt to forcibly remove him from the Infinite Staircase, whether by magical means or otherwise, fails.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
the dead that would chill their murderer’s blood to ice.
A living person becomes a Specter through death, by contacting the realm of the dead, or through magic that breaks the body’s ties to the
is corrupted by the force they wanted to fight. Sinister rituals can also infuse a body with the powers of unmaking from the realm of the Aether Kindred.
Alongside incorporeal beings and the magic
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Shadowfell Grave dirt, mourner’s veil 91–94 Yew wardrobe Parted Veil Feywild Book of limericks, toadstool 95–98 Human-shaped hole Gastrognome Far Realm Alien fossil, bezoar 99–00 Inn room door Ubiquitous
infirmary, tattered paper fan 10–12 Sewer pipe Infinite Well The Abyss Celestial blood, demon ichor 13–15 Cell door Prison Carceri Broken key, length of chain 16–18 Open grave Dead Nations Hades
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Shadowfell Grave dirt, mourner’s veil 91–94 Yew wardrobe Parted Veil Feywild Book of limericks, toadstool 95–98 Human-shaped hole Gastrognome Far Realm Alien fossil, bezoar 99–00 Inn room door Ubiquitous
infirmary, tattered paper fan 10–12 Sewer pipe Infinite Well The Abyss Celestial blood, demon ichor 13–15 Cell door Prison Carceri Broken key, length of chain 16–18 Open grave Dead Nations Hades