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Returning 35 results for 'consulting regains gate to have removing'.
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Monsters
Monster Manual
Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at
is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed unawares, and a minuscule slaad egg is implanted in it. Removing the curse destroys the egg. Over
Magic Items
Dungeon Master’s Guide
linked to planes determined by the DM.
The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube’s charges to cast one of the
following spells using the cube.
Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side.
Plane Shift. Pressing one side of the cube twice, you cast Plane Shift, transporting the targets to the plane of existence keyed to that side.
Magic Items
Dungeon Master’s Guide
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
until 7 days have passed, when it regains all expended charges.
Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30
Monsters
Candlekeep Mysteries
an extra 1d6;{"diceNotation":"1d6","rollType":"damage","rollAction":"Staff of Striking","rollDamageType":"force"} force damage.
Heal Self (Recharges after a Long Rest). Bak Mei regains 2d8 + 4
at a time and only at the end of another creature’s turn. Bak Mei regains spent legendary actions at the start of his turn.
Crane Dance. Bak Mei moves up to 20 feet. This movement does not
Monsters
Baldur’s Gate: Descent into Avernus
, darkness
1/day each: dispel evil and good, gate, harm, telekinesis, teleport, wind walkMultiattack. Kostchtchie makes two melee attacks, only one of which can be a bite attack.
Bite. Melee Weapon Attack
option can be used at a time and only at the end of another creature's turn. Kostchtchie regains spent legendary actions at the start of his turn.
Attack. Kostchtchie makes one melee weapon attack.
Charge
Magic Items
Tasha’s Cauldron of Everything
you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.
While you are
holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following
Magic Items
Tasha’s Cauldron of Everything
familiar, gate, magic circle, planar binding, and summon elemental (appears in this book). It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting
focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying
Magic Items
The Book of Many Things
action, you can expend 3 charges to cast the Arcane Gate spell from the deck. The deck vanishes, and fluttering cards create the spell’s portal rings. When the spell ends, the deck reappears in
you’re wearing or carrying, to that space. The card then vanishes and returns to the deck.
The deck regains 1d6 expended charges daily at dawn.
Magic Items
Tasha’s Cauldron of Everything
charges). The crook regains 1d6 expended charges daily at dawn.
Absolute Banishment. While you are attuned to the crook and holding it, you can spend 10 minutes to banish all but the mightiest fiends
inverting and exploding into a 50-foot-diameter portal. This portal functions as a permanent gate spell cast by Iggwilv. The gate then, once per round on initiative count 20, audibly speaks a fiend&rsquo
Monsters
Bigby Presents: Glory of the Giants
damage, each creature within 20 feet of it takes that damage as well.
Regeneration. The mutate regains 10 hit points at the start of its turn. If the mutate takes acid or fire damage, this trait doesn
as much damage on a successful one.When exposed to corrupting alien energy, such as that found near a gate to the Far Realm or the strange magic that emanates through the Underdark, a regenerating
Magic Items
Tomb of Annihilation
This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.
The amulet has 6 charges and regains 1d6
as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table.
Black Skull Transformation
d100
Monsters
Mordenkainen Presents: Monsters of the Multiverse
shift, silence
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, gate, levitate (self only), suggestionThe drow can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The drow regains spent legendary actions at the start of her turn.
Demon Staff. The
Monsters
Eberron: Rising from the Last War
each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying
1/day each: foresight, gate, power word kill, teleport
Legendary Resistance (3/Day). If Sul Khatesh fails a saving
form.Sul Khatesh can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sul Khatesh regains
Monsters
Mordenkainen Presents: Monsters of the Multiverse
shift, silence
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, gate, levitate (self only), suggestionThe drow can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The drow regains spent legendary actions at the start of her turn.
Compel Demon. An
Monsters
Waterdeep: Dungeon of the Mad Mage
).Halaster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Halaster regains spent
or an archway previously removed in this way.
Halaster deactivates or reactivates one of Undermountain’s magic gates. The gate must be within 120 feet of him.
Regional Effects
When Halaster
Magic Items
Vecna: Eve of Ruin
again until the next dawn.
Rod Pieces
Piece
Spell
Rod of Seven Parts (First Piece);First
Commune
Rod of Seven Parts (Second Piece);Second
Arcane Gate
Rod of Seven Parts
rolls made with it.
Rod Spellcasting. The Rod of Seven Parts has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 charge and cast
Magic Items
Acquisitions Incorporated
), demiplane (6 charges), gate (7 charges), plane shift (5 charges), or teleportation circle (3 charges). The orrery regains 1d4 + 4 expended charges daily at dawn.
Warlock of the Great Old One
Legacy
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Monsters
Volo's Guide to Monsters
, levitate, mage armor (self only), speak with dead
1/day each: arcane gate, true seeing
Spellcasting. The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15
, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the
Cubic Gate
Legacy
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Magic Items
Basic Rules (2014)
linked to planes determined by the GM.
You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use
an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.
The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.
Monsters
Infernal Machine Rebuild
, levitate, mage armor (self only), speak with dead
1/day each: arcane gate, true seeing
Spellcasting. Stolos is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7
;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He regains its expended spell slots when it finishes a short or long rest. He knows the following warlock
Gloom Weaver
Legacy
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Monsters
Mordenkainen’s Tome of Foes
each: arcane gate, bane, compulsion, confusion, true seeing
Spellcasting. The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8;{"diceNotation":"1d20
+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells
Drow Matron Mother
Legacy
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Monsters
Mordenkainen’s Tome of Foes
slots): blade barrier, harm
7th level (2 slots): divine word, plane shift
8th level (1 slot): holy aura
9th level (1 slot): gate
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on
the end of another creature's turn. The drow regains spent legendary actions at the start of her turn.
Demon Staff. The drow makes one attack with her demon staff.
Compel Demon (Costs 2 Actions). An
Figurine of Wondrous Power
Legacy
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Magic Items
Basic Rules (2014)
days have passed, when it regains all its charges.
The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.
The goat of
terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a lance, +1, and the other becomes a longsword, +2. Removing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
following locations in Waterdeep: The city’s north gate, as seen from inside the city The city’s south gate, as seen from inside the city The Swordmaiden, one of the walking statues of Waterdeep, in the
Undermountain Characters acquainted with Waterdeep can easily recognize the locations being scried upon, since they are all prominent landmarks. Breaking a scrying device’s frame or removing it from the wall destroys its magic.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. Left to Right: Dagger of Venom, Decanter of Endless Water, and Cubic Gate
Cubic Gate Wondrous item, legendary This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cubic Gate Wondrous Item, Legendary This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the
Material Plane. The other sides are linked to planes determined by the DM. The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Cubic Gate Wondrous Item, Legendary This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the
Material Plane. The other sides are linked to planes determined by the DM. The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
doors are unlocked and push open to reveal a dark, dusty room strewn with treasure accumulated by the dragon (see “Treasure” below). Arch Gate to Level 6. A door in the northeast corner leads to a
smaller chamber with an arch gate set into the back wall (see “Gates”). The arch is engraved with images of dancing dwarves. The rules of this gate are as follows: Standing within 5 feet of the arch and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cubic Gate Wondrous item, legendary This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the
Material Plane. The other sides are linked to planes determined by the DM. You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift
regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and consulting the following table: d20 Teleport Destination 1–8 The teleport trap in area 6 9–16 The teleport trap in area 8 17–20 The teleport trap in area 26 Since they can’t avoid the trap, the
characters aren’t interested in aiding the githzerai but request help getting through the Obstacle Course, Yrlakka tells them that the level is rigged with many traps and guarded by a death tyrant. Arch Gate
Compendium
- Sources->Dungeons & Dragons->Monster Manual
saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.
Actions
Multiattack. The slaad
following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed unawares, and a minuscule slaad egg is implanted in it. Removing the curse destroys the egg.
Over 2d4 × 10 days, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unlock this gate.”
Gong. A 3-foot-diameter bronze gong hangs from a sturdy wooden frame anchored to the floor near the west wall. The gong is embossed with carvings of ears of corn. A padded wooden
his disintegration. Netherskull’s primary goals are to destroy Halaster and take over Undermountain. Arch Gate to Level 18. The arch in the north wall is one of Halaster’s magic gates (see “Gates”). The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, removing a level of exhaustion, or restoring the damaged vehicle’s hit points. Each option is discussed below. End a Mishap A creature can use its action to make an ability check based on the nature
the check succeeds, the vehicle regains 2d4 + 2 hit points. If the check fails, the vehicle regains no hit points, but the repair can be attempted again using the same replacement parts.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
them to Vogler without alerting the Dragon Army likely requires getting rid of the Dragon Army soldiers at the gate—a challenge while the soldiers hold the upper ground. If the characters wish to sneak
Keep sits the creation of the tinker gnome Than: a people-launching device called a gnomeflinger (described in appendix A). If using the gnomeflinger comes up, Becklin or Darrett suggests consulting with