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Returning 35 results for 'confusion remove guardian 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
The Book of Many Things
lost.
This drone has the Confusion spell stored.Multiattack. The drone makes two fist attacks.
Fist. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Fist"} to hit
mechanical animal or plant.
This Construct doesn’t have a control amulet and can’t be controlled like other shield guardian;shield guardians.Poison
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
Fizban's Treasury of Dragons
accept it.
Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them
fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumph;flumphs. These Aberrations, which oppose the depredations of mind
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
Waterdeep: Dungeon of the Mad Mage
, dispel magic
4th level (3 slots): stone shape, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The mummy can use its Dreadful Glare and makes one
to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy lord targets one creature it can see within 60
Monsters
Candlekeep Mysteries
slots): animate dead, dispel magic
4th level (3 slots): divination, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The fungal servant can use
curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to spores. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The
Monsters
Curse of Strahd
): divination, freedom of movement, guardian of faith
5th level (2 slots): greater restoration, raise dead
6th level (1 slot): find the path, harm, true seeing
7th level (1 slot): fire storm
. 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
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
Magic Items
Keys from the Golden Vault
condemns anyone who tries to remove it from its gold-leaf frame.
Wealth of Information. The painting’s primary purpose is to observe and recall conversations. Over the past few decades
of existence. The painting can’t telepathically contact you, however. Maintaining telepathic contact with the painting requires your concentration (as if concentrating on a spell).
Guardian
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
This doesn't reflect the latest rules and lore.
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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
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
Mummy Lord
Legacy
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Monsters
Basic Rules (2014)
, dispel magic
4th level (3 slots): divination, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The mummy can use its Dreadful Glare and makes one
to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy lord targets one creature it can see within 60 feet
Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
): calm emotions, lesser restoration, silence
3rd level (3 slots): dispel magic, remove curse, sending
4th level (3 slots): banishment, freedom of movement, guardian of faith
5th level (3 slots): greater
Compendium
- Sources->Dungeons & Dragons->Rrakkma
only visible way out is back through the portal. Lighting This area is well lit. The charging Gith Capacitor creates A LOT of light. Creatures/NPCs A star spawn seer and its guardian star spawn hulk are
shunting the rrakkma involuntarily back through the gate to Pandemonium. Playing the Pillars COMBAT
Due to the disorienting nature of the Far Realm, the adventurers make any initiative checks with
Compendium
- Sources->Dungeons & Dragons->Rrakkma
only visible way out is back through the portal. Lighting This area is well lit. The charging Gith Capacitor creates A LOT of light. Creatures/NPCs A star spawn seer and its guardian star spawn hulk are
shunting the rrakkma involuntarily back through the gate to Pandemonium. Playing the Pillars COMBAT
Due to the disorienting nature of the Far Realm, the adventurers make any initiative checks with
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Guardian Emblem Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin) This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the
emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Guardian Emblem Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin) This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the
emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
)
Duration: Instantaneous
You touch a creature and magically remove one of the following effects from it: 1 Exhaustion level The Charmed or Petrified condition A curse, including the target’s Attunement to
a cursed magic item Any reduction to one of the target’s ability scores Any reduction to the target’s Hit Point maximum RINA NORDSOL A halfling Cleric casts Guardian of Faith to fend off a ravenous worg
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->Phandelver and Below: The Shattered Obelisk
Far Realm Explorers This adventure includes a few access points that allow the characters to investigate more of the bizarre Far Realm. The wonders and terrors of the Far Realm are, for the most part
, inimical to mortal life and sanity. If the characters decide to explore the Far Realm further, they would be well advised to seek out one of the Far Realm’s few safe harbors. Examples of these
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->Phandelver and Below: The Shattered Obelisk
Far Realm Explorers This adventure includes a few access points that allow the characters to investigate more of the bizarre Far Realm. The wonders and terrors of the Far Realm are, for the most part
, inimical to mortal life and sanity. If the characters decide to explore the Far Realm further, they would be well advised to seek out one of the Far Realm’s few safe harbors. Examples of these
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->Monster Manual (2014)
guardian. Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those
embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
always reliably connect to the Ghost Orchid Tepui. With the tepui’s magic and guardian restored, the nightmares and Far Realm incursions plaguing Atagua cease. If the characters return to Atagua
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
always reliably connect to the Ghost Orchid Tepui. With the tepui’s magic and guardian restored, the nightmares and Far Realm incursions plaguing Atagua cease. If the characters return to Atagua