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Returning 35 results for 'connects remove gar to have rather'.
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Monsters
Princes of the Apocalypse
Crushing Wave cult: a dragon turtle named Bronzefume. Young and impressionable, she was lured to the Temple of the Crushing Wave by Gar Shatterkeel's offer of riches. Bronzefume stays out of sight in the
dragon turtle attacks only if she's sure those she meets are intruders, such as if she sees water cultists fighting the characters.
Bronzefume prefers to attack boats rather than people. Given a choice between attacking a character and damaging a boat that character is on, she opts for the boat. Fire
Monsters
Planescape: Adventures in the Multiverse
automatically remove the grappled condition from itself.
Magic Resistance. The kelubar has advantage on saving throws against spells and other magical effects.Multiattack. The kelubar makes two Bite attacks
farastu minions—rather than fight directly.
Demodands
Demodands, also called gehreleths, are Fiends from the Tarterian Depths of Carceri. Cast into the prison plane long ago for forgotten
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
The Wild Beyond the Witchlight
as the spellcasting ability (spell save DC 14):
At will: detect magic
2/day each: create food and water, polymorph, remove curse
1/day: plane shift (self only)Younger than Skabatha and older than
Trait. “I detest chores and would rather have other creatures do them for me.”
Ideal. “I don’t care about the past or the future. I live in the present. What I do now, this very
Magic Items
Tasha’s Cauldron of Everything
’s origins and operation can be found in the Mind of Metal, a tome of artificer’s secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the
instantly and leave behind no remains.
This does not destroy the servant permanently. Rather, 2d6 days later, its parts—left arm, left leg, right arm, right leg, lower torso, and upper torso&mdash
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
so, the priest is Undead, rather than Humanoid, and a priest can receive each boon only once.
Boons of Undeath
d6
Boon
1
Priest of Osybus (Dread);Dread. Eerie whispers can now be
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
rather than perform the work or confront the foe. Even when subsumed into a goblinoid host and drawn into war, bugbears must often be roused from naps and bribed to get them to do their duties.
This
remove opposition or exile weaker or unpopular members to keep the rest of the gang strong. Fortunately for the race as a whole, even young and elderly bugbears have the ability to survive alone in the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
characters are 7th, 8th, or 9th level, remove creatures as noted in the Creatures to Remove table. Additionally, have the marid in area C10 surrender if reduced to fewer than 150 hit points (rather than 100
hit points). Creatures to Remove Area Remove C2 Two wights C7 Two water weirds C14 Two cult fanatics C16 One mage C17 Two cult fanatics C25 One nothic C26 Three nothics Evernight Awakening Three
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Tariffs and Taxation Taxes are progressive to help reduce the gap between the most affluent and the poorest. High tariffs on imports keep the public coffers full, but the Speakers lower or remove
more according to their conscience rather than risk the rebuke of the city’s guards. Rich and poor alike can instead offer something unique that might be to the liking of the Incarnates, such as a lost
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Tariffs and Taxation Taxes are progressive to help reduce the gap between the most affluent and the poorest. High tariffs on imports keep the public coffers full, but the Speakers lower or remove
more according to their conscience rather than risk the rebuke of the city’s guards. Rich and poor alike can instead offer something unique that might be to the liking of the Incarnates, such as a lost
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
(Acrobatics) check. A failed check indicates that the character makes no progress. To enter or exit a chimney from the top, one must first use an action to try to remove the chimney’s stone cap, doing so
with a successful DC 18 Strength (Athletics) check. A character in gaseous form can navigate a chimney without having to make these checks or remove the chimney cap. Doors The conservatory’s doors are
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
status quo rather than overturn it, so his schemes often begin as reactions to the activities of another god. The Kruphix’s Divine Schemes table presents a few examples of how Kruphix’s inflexible
judgments might have a mythic impact on the mortal world and make divine conflicts more severe rather than less. Kruphix’s Divine Schemes d4 Scheme
1 Shadowy forces steal a holy artifact
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
them to defeat. Rather than presenting him as a foe to be challenged in combat, portray Soth as a terrifying example of the villains in the Dragon Queen’s service—a lurking threat to be avoided. By the
adventure’s end, the characters will have opportunities to undermine Soth’s plans and remove him from the Dragon Army’s service—at least for a time. Lord Soth’s stat block appears in appendix B, and his history is summarized in chapter 4.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Zumzn can remove the fruit from the skull without harming itself, or someone can free the fruit after the treant’s death. The first time a character takes a bite of the fruit, the character’s physical age
(see “Supernatural Gifts” in the Dungeon Master’s Guide) against the dragon. Astral Lift. The Astral lift, which connects the chamber to several below, is described in “Garden Features.” The lift
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the mountain, and let them know that the master of the mountain also resides that way. They’ll tell the characters his name is Gar Shatterkeel, and that he’s a very powerful ocean dweller with a
those spell areas. Once the characters emerge from those areas, or manage to remove the spells altogether, the kraken priests cast lightning bolt and then move to use their thunderous touch attack, as
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a creature who is gagged
, and rearrange the remaining letters into words. For example, remove the second l from Fireball and rearrange the remaining letters to create Ber Fila or Fel Bira.
Somatic (S) A Somatic component
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
nonsense to the uninitiated. The words must be uttered in a normal speaking voice. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with
. Consider this method: take the name of the spell, keep only one instance of each of its letters, and rearrange the remaining letters into words. For example, remove the second l from Fireball and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
for one tenday (remove curse negates this effect). The third time the creature drinks in a tenday, it suffers the effects of a harm spell (save DC 15). It isn’t safe for an undead to drink from the
are difficult terrain. White Gates. The northern exit from this area has a white gate that connects with the Culling Pens. The opening to the east has a white gate that leads to the Forest of Death
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
responded with a whoo, then went off into a complicated series of chattering hoots and whoos. Montolio took it all in, weighing every detail. With the help of his friends, particularly this rather
about the sanctity of nature. While by no means always aligned with one another, rangers are bound into a loose community of sorts — one that often connects with circles of druids. In the North and
Compendium
- Sources->Dungeons & Dragons->Stranger Things
valuables worth 200 gp more. The secret door that connects to area 6 needs a successful DC 15 ability check to detect, using Intelligence (Investigation), or open, using Dexterity. Area 5: Common Chamber
five troglodyte leaders sleep. The head trog is a fair and noble ruler (like a trog version of Sir Tristan). He’d rather talk than fight (unlike most trogs, he speaks Common). But if the group angers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
psipods do and how to disable them. Psipods A psipod is a magic device that connects the mind of an unconscious humanoid to the mind of the ulitharid in area 12g. The psychic residue that coats each
— or rather, an alternate version of Waterdeep created by Extremiton.
Through extensive telepathic contact with Waterdavians, the ulitharid has created a realistic simulation of Waterdeep that is
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
acting strangely. Read or paraphrase the following: As part of the crowd begins another verse of the Awakening Song, four people wearing the garb of farm folk wander into their midst. Rather than singing
the resources to remove the enchantment affecting the farmers yet—only destroying the soul shaker or waiting approximately a month can do this. Even if the characters do remove the effect, the farmers
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sun carving, but rather a moon carving.
The pool is a magic portal that connects to the pool in area 19D. Characters who immerse themselves in the pool surface in area 19D. 19D. Moon Pool If the
.
The ceiling reflected in the pool doesn’t show a moon carving, but rather a sun carving. To travel back to area 19C, a character must duck under the pool’s surface. Locked Secret Door. A secret door in
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
playing time, rather than the actual time a group spent at the table. If a character completes an adventure of a tier higher than that character’s tier, the character receives 1 additional treasure point
remove it from the game once it has been handed out. Naturally, the list of available items is longer for adventures in the higher tiers, and the point cost of those higher-tier items likewise
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
-smelling, acidic slime. Kelubars revel in the subservience of others, and they prefer to do battle with words—or at least to send in their farastu minions—rather than fight directly. Kelubar Demodand
spend 5 feet of movement to automatically remove the grappled condition from itself.
Magic Resistance. The kelubar has advantage on saving throws against spells and other magical effects.
Actions
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
.”
–Tyrza Bonebreaker, mayor of Glorium
Gate Unlike other gate-towns, Glorium has two planar gates. The first and most obvious is a whirlpool at the mouth of the fjord that connects to Ysgard. Wide enough
cosmic tree that connects the Outer Planes. It appears as a mass of knotted, intertwined roots surrounded by softly drifting motes of light. The tangled roots part to form an arched portal to Ysgard
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
jail (area T18), the Zhents remove the cauldron from the Town Hall, lash it to the axe beak with rope, and toss the keys to the jail cells into a snowbank. The axe beak is strong enough to drag the
are knocked unconscious rather than slain. Development Characters at the Town Hall can attempt to thwart the robbery. If no characters are present during the robbery, the theft becomes apparent when
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bring home to loved ones. The stair leads from the skycoach platform (area T1) to the roof of the tenement tower. T3. Tenement Tower Stairs This interior staircase connects the tenement tower roof to
character can remove the ropes binding the sergeant as an action. If the characters wake up Germaine, she tells the characters to continue pursuing Garra and that she can get help for herself. T5. Lower
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
leave an offering for the god with her priests before bathing. If Pharika deems an offering worthy, the waters rapidly cure diseases, heal wounds, and sometimes even remove magical curses. If the god
experiments on humanoid subjects. The cages lining the walls are meant for beasts used in experiments. Secret passages connected to these chambers connects to the pools and the surface. Map 4.12: Healing
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
prisoners in this makeshift jail. If the characters are defeated in the temple, they are stripped of their gear and confined here while Gar Shatterkeel decides how best to dispose of them. C6. Victory
, answering only to Gar Shatterkeel. She is a sly, calculating creature, quick to offer bargains and make deals that she can later turn to her advantage. The hag wields great influence over the cult’s
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
arrive at the outer gatehouse, read the following boxed text aloud:
Two stone towers flank an archway that leads into the keep. A sturdy-looking gatehouse spans the archway and connects the towers
Guard
Stat Block: Guard
This gullible recruit spends more time dreaming than patrolling.
Distractable. Bartho is easily distracted from his post because he’d rather be doing anything else.
Sleepy
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Mound Entrance When the characters move to the barrow entrance, read the following: Tall monoliths line the earthen corridor that connects the barrow’s entrance to the burial chamber far within. Motes
from the earth in the main chamber. It attacks those it can see, rather than pursuing Javor. While the party fights the elemental, Javor works with supernatural fervor to clear the rubble choking the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
words. Rather than anger her with the truth, the yuan-ti lie and tell the dragon that she must face her enemy in battle. From this, Iymrith concludes that she must kill the storm giant leader to destroy
mound of sand. Iymrith can burrow through the sand to reach area 4 beyond. A 30-foot-wide hole in the east wall is plain for all to see and leads to a rough-hewn passage that eventually connects to area
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
responds to specific orders from Red Wizards, it attacks anyone in the room who looks over the edge of the pool. White Gates. The corridor that connects this area with the Fiendish Arena has a white
each of the two pin locks with a separate successful DC 20 Dexterity check. White Gate. Behind the doors to the south is a white gate that connects with the Warrior Pools. 76. Naga’s Den If the spirit
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Prisoners table or choose entries that interest you. If a prisoner’s game statistics become necessary, choose an appropriate stat block from appendix B of the Monster Manual and remove armor, weapons
multiple crimes (has served 1d20 years of a life sentence)
R18. Surveillance Hub This hexagonal room is the base of the prison’s central tower. A spiral staircase connects it to the tower’s upper