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Returning 35 results for 'consisting remove guide to have reflecting'.
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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
eyebinders — entities formed of pure shadow that is outlined by a nimbus of energy. A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
Kalaraq quori
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
vaguely giant-shaped form consisting of air, water, and ice whirling in fury.
If the cradle is destroyed, the scion of Stronmaus inside it awakens. Among the mightiest creatures of all giantkind, the
. The cloud rains acid. Each creature in the cylinder must succeed on a DC 25 Constitution saving throw or be covered in acid for 1 minute or until a creature uses its action to remove the acid from
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.
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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
races
spirits for guidance and are unafraid to meet their mortal demise. All things must have their place in laneshi society, which is built on a rigid caste system reflecting this view.
The mystic caste
comprises all laneshi born as twins, a common occurrence among their people. The first-born twin is always inducted into the mystic caste, while the other is consecrated as their sibling’s spirit guide
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
individuals in a group typically number fewer than a dozen, consisting of siblings and their mates as well as a handful of offspring and an elder or two. A gang lives in and around a small enclosure
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->Eberron: Rising from the Last War
Binding Flame. A paladin sworn to the Oath of Vengeance, a barbarian on the Path of the Zealot (found in Xanathar’s Guide to Everything), and a cleric of the Light or War domain all represent a logical
path for a Ghaash’kala character. Outlander and hermit are appropriate backgrounds, reflecting your harsh upbringing or religious devotion.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Adventurer’s Guide. Not depicted on the maps are scores of tiny hamlets and hundreds of isolated homesteads scattered throughout the North. These places are too small to be of consequence. Even so
, adventurers traveling along a road or a trail might come across a tiny settlement consisting of a handful of homesteads built around an inn or tavern where locals gather. (If you need a tavern name, use the
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
send dreams, omens, or emissaries to direct mortals along a certain path. Keep these two principles in mind to guide your use of divine intervention in your campaign: Don’t Eliminate Character Choice
. Miracles. As the simplest form of miracle, a god can produce the effect of any spell that devotees of that god might cast (typically Cleric or Druid spells). But a god’s direct intervention can take any form you choose, often reflecting the god’s nature.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
advantage, reflecting the help provided by the other characters. In combat, this requires the Help action. A character can only provide help if the task is one that he or she could attempt alone. For
quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.
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->Player's Handbook (2014)
advantage, reflecting the help provided by the other characters. In combat, this requires the Help action (see chapter 9, “Combat”). A character can only provide help if the task is one that he or she
characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.
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->Out of the Abyss
Dungeon Master’s Guide. Given the demonic source of the madness, remove curse and dispel evil are also effective as cures. A greater restoration spell or more powerful magic is needed to cure indefinite madness and also resets a creature’s madness level to 0.
on the characters’ sanity (see “Madness” in chapter 8 of the Dungeon Master’s Guide). At various times in the adventure, characters will be called upon to make a saving throw to resist some madness
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
appear in the “Sigil Gazetteer” section later in this chapter. The planes of existence are detailed in the Dungeon Master’s Guide. Planar Portals Destination
d100 Portal Anchor Sigil Other Plane
window Heart’s Fire Mount Celestia Angel feather, holy water 37–39 Ornate mirror Hall of Speakers Bytopia Garden trowel, pair of twins 40–42 Reflecting pool Gatehouse Elysium Tears of joy, white lily
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
guide the characters to a door of their choosing. The angel plays melodies on its harp during the journey. 50–56 An aspect of the Iron Shadow, a young red shadow dragon, rises from a staircase shrouded
lost unit of the Great Modron March consisting of 1d8 duodrones and 1d6 tridrones proceeds down the staircase, cataloging its every door. 71–77 The staircase ahead disappears into a 60-foot sphere of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
plunder its hoard: 4d6 × 1,000 gp, 5d6 × 100 pp, 3d6 500 gp gems, and 1d6 magic items (determine each one by rolling on Magic Item Table C in chapter 7 of the Dungeon Master’s Guide). Demons One or
of the Underdark” in chapter 2) 5–6 3d6 exotic fungi (choose from the varieties in “Fungi of the Underdark” in chapter 2) Gnoll Pack A hunting pack consisting of one gnoll pack lord and 3d6 gnolls
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
peruse the contents within, with an Avowed adjutant (a commoner) serving as their guide. Visitors are required to stay with their guide, since those unfamiliar with the library might become lost in
of the tallest chambers, reflecting sunlight by day or a continual flame spell on cloudy days or at nights. Modrons. Candlekeep is a haven for thirteen rogue modrons (monodrones) that escaped from
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
your players the poster map of Sigil to guide their characters’ exploration. The map simulates the tout’s extensive knowledge of the city’s layout, wards, and noteworthy sites. If the characters
decline the guide, they can purchase a map of the city (use the poster map) for 10 gp in any shop that caters to visitors. However, without a guide, the characters might be unfamiliar with some, if not all
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Flumph The mysterious flumphs drift through the Underdark, propelled through the air by the jets whose sound gives them their name. A flumph glows faintly, reflecting its moods in its color. Soft
are poisoned while within 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
.” Don’t feel bound by an encounter chain. Let the characters’ decisions and actions drive the story. You can change the order in which encounters happen, remove encounters you don’t need, or create new
encounters. You can also modify encounters to suit your tastes. If the characters stray, they might find themselves at a loss for what to do next. You have a couple of easy ways to guide them back on
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the superior jeweler’s tools found in area 31 of chapter 4. A successful check removes the soul gem, which destroys the gem and unlocks the door. A character who attempts to remove or destroy the gem in
any other way must succeed on a DC 13 Constitution saving throw or take 11 (2d10) force damage. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the door to intone: “The master does not resort to feeble manipulations of a clock to open this door. You are not the master.”
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters take Grin Ousstyl with them, not so much as a guide but to help the party talk its way past drow patrols. The demonic invasion has put Menzoberranzan’s defenses on high alert, making it even
against attacks from the cavern. If the drow scouts escape and the characters don’t follow them, the scouts report to the outpost commander, who organizes a hunting party consisting of her and eight drow
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
offers new race and class options, reflecting the unique character of Ravnica as a Magic setting, and the creatures and characters seen on Magic cards. You can also use this material in any other D&D
adventures in Ravnica, expanding on the material in the Dungeon Master’s Guide with hundreds of seeds that can grow into full-fledged adventures in the fertile ground of a DM’s imagination. This
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can be purchased in Port Nyanzaru for 50 gp. It holds up to six Medium creatures and has a maximum speed of 2 mph. It is otherwise identical to a rowboat (see chapter 5 of the Dungeon Master’s Guide
consisting of a 5-foot-square leather tarp and a wooden frame with legs. When the tarp is stretched across the wooden frame, it forms a basin that can catch 2 gallons of drinking water per inch of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
loved ones if they honor them with an ofrenda: food and drink enjoyed in life, among other traditional offerings, presented on elaborate altars that guide souls back to the world. The days leading up to
they have no recollection of the afterlife. Governance and Growth San Citlán is governed by the Trecena, a council consisting of thirteen elected representatives. The ability to vote for these
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
already established as members of the Redcloaks (see “Starting at Higher Level” in chapter 1 of the Dungeon Master’s Guide). In this case, you might also begin with magic items and other gear
reflecting your status in the organization. The standard-issue uniform for the Redcloaks is a hooded crimson cloak of protection bearing two badges: the seal of the Brelish crown on the left shoulder and a
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
with coral. No other creatures can be seen within the darkness, and the silence here is broken only by the turbulence of the water around you.
A group consisting of two sahuagin blademasters, two
Dungeon Master’s Guide). Assuming the players have locathah characters, they’ll need to use some kind of magic to see inside the area.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Manipulating Time Having a mechanical guide spend 1 charge in this area taps into the ritual magic Seodra is using to craft the demilich’s skull, causing a random character to age by one year. This effect can be reversed by casting a remove curse spell using a 6th-level spell slot.
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Intelligence back, such as after an intellect devourer zeroes it? The greater restoration spell can remove the reduction to an ability score. What happens after 20th level? Is there a cap to character
levels? The highest level is 20th. The “Epic Boons” section in the Dungeon Master’s Guide offers ideas for further advancement. The frightened condition says “while the source of its fear is within
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
time needed to reach their destination by a day. Remove the last pair of cards from the spread. Treasure. The characters find treasure inspired by the card as they overcome the day’s challenges. If
the card doesn’t seem appropriate, use the treasure tables in the Dungeon Master’s Guide to determine the treasure instead. Ruins When determining ruins, the following effects are broadly appropriate
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
from the standing stone.
Transmutation Your skin turns blue for the next 24 hours. A remove curse spell ends the effect on you.
Development Dropping its disguise, the barlgura demon implores
Cania and contact the archdevil. If the characters win over Mephistopheles, Ubbalux promises to guide them to someone who can help them find the Bleeding Citadel.
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Feywild explorer is that most fey contracts can be broken with a remove curse spell or similar magic. Only the most powerful fey contracts are hard to break—ones woven by ancient hags, the queens of the
that come with it (see “Marks of Prestige” in the Dungeon Master’s Guide).
Wealth. You receive up to 50,000 gp worth of coins, jewelry, or property.
Lesser Contract Gifts Charm. You gain a