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Returning 35 results for 'contain wall remove'.
Other Suggestions:
certain ways remove
certain wall removed
certain well remove
certain wall revive
container wall revive
Magic Items
Dungeon Master’s Guide
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on
Monsters
Divine Contention
uses this lair action again or when the dragon dies.
A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long
, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8
Monsters
Dragonlance: Shadow of the Dragon Queen
","rollDamageType":"necrotic"} necrotic damage. If the target is a Humanoid, it must succeed on a DC 16 Charisma saving throw or be cursed. The curse lasts until it is lifted by remove curse or similar magic
spellcasting ability (spell save DC 16):
1/day each: dispel magic, wall of stone
Terrifying Litany (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Terrifying Litany"}. Wersten
Monsters
Quests from the Infinite Staircase
or larger plant within the lair.
Vine Wall. A wall of grasping vines appears on the ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it
blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 15 Dexterity saving throw or have the grappled condition (escape DC 15). A creature must make this saving throw
Monsters
Storm King's Thunder
check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
A wall of tangled brush bristling with thorns springs into existence on a solid
surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15
Monsters
Strixhaven: A Curriculum of Chaos
: detect magic
2/day each: dispel magic, mage armor, remove curse, sending
1/day each: power word stun, scrying (as an action), wall of force
Teleport. The Oracle teleports, along with any
Monsters
Tyranny of Dragons
magic
4th level (3 slots): fire shield, greater invisibility
5th level (2 slots): cloudkill, wall of stoneMultiattack. Diderius can use his Dreadful Glare and makes one attack with his rotting fist
dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Diderius targets one creature he can see within 60 feet of him. If the target
Monsters
The Book of Many Things
’ll be found by mortals who are desperate for power and ripe for corruption.
Malaxxix seeks the Books of Keeping: ancient tomes that contain the true names of all yugoloths. To this end, it
60 feet of the cursed creature, regardless of the creature’s location in the multiverse.
The curse of Malaxxix lasts until ended with a Remove Curse spell, a Greater Restoration spell, or
Monsters
Tomb of Annihilation
, hold monster, wall of force
6th level (3 slots): chain lightning, circle of death, disintegrate
7th level (3 slots): finger of death, plane shift, teleport
8th level (2 slots): maze, mind blank
9th
has vulnerability to necrotic damage. Greater Restoration, remove curse or similar magic ends the curse on the target.Acererak can take 3 legendary actions, choosing from the options below. Only one
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
one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the
Monsters
Fizban's Treasury of Dragons
protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon’s hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of
dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick.
Regional Effects
The region surrounding a legendary sapphire dragon’s lair
Monsters
Fizban's Treasury of Dragons
intrusion. The centerpiece of a sapphire dragon’s hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power.
Creating a Sapphire Dragon
Use
through a wall, as long as the wall is less than 10 feet thick.
Regional Effects
The region surrounding a legendary sapphire dragon’s lair is altered by the dragon’s magic, creating one
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
away when the dragon uses this lair action again or when the dragon dies.
A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall
is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
the dragon uses this lair action again or when the dragon dies.
A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up
to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save
monsters
Curse Dependent. If the brute is targeted by a Remove Curse spell or similar magic, until it finishes a Long Rest, the brute loses its Blindsight, its Withering Eye trait, and its Cursed Gaze action
otherwise sealed shut to contain the curse. Serum brutes are further enhanced with—and get their name from—a series of alchemical infusions, often delivered through implanted vessels and tubes
Oinoloth
Legacy
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Monsters
Mordenkainen’s Tome of Foes
magic, dispel magic, invisibility (self only)
1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice
Magic Resistance. The oinoloth has advantage on saving throws against spells and
the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6
monsters
, Suggestion.
1/Day Each: Cone of Cold, Forcecage, Hold Monster, Wall of ForceLegendary Action Uses: 2. Immediately after another creature’s turn, the greater star-spawn of Cthulhu can expend a
knows when a sealed chamber deep within an ancient dungeon might contain vast riches, or a patient star-spawn waiting.
Horrid Inspiration. Humans living within the area of an entombed and sleeping
Iron Flask
Legacy
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Magic Items
Basic Rules (2014)
age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that
discovered bottle might already contain a creature chosen by the GM or determined randomly.
d100
Contents
d100
Contents
1-50
Empty
77-78
Elemental (any)
51
Arcanaloth
79
Kobold
Legacy
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Species
Volo's Guide to Monsters
earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
erect a railing or a wall that prevents them from falling off the edge — high enough to protect a kobold but low enough to serve as a tripping hazard for a larger creature.
Those of other humanoid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are built over natural gas vents in the floor and never go out.)
Guards. Two spectators float 15 feet above the floor.
Supplies. Carved into the north wall are stone shelves with blank spellbooks
and stacks of parchment on them. Mounted between the shelves are copper signs embossed with the following words in Common: “Do not remove supplies without Headmaster Blackcloak’s written consent
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
empty. The wine names are emblazoned on the barrels, as is the winery’s name: the Wizard of Wines. The barrels against the east wall contain Purple Grapemash No. 3, a cheap wine. The four barrels against
the south wall contain Red Dragon Crush, a fine wine. The wine racks contain thirty-three bottles of Purple Grapemash No. 3 and twenty-four bottles of Red Dragon Crush. Treasure Among the wine bottles
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
empty. The wine names are emblazoned on the barrels, as is the winery’s name: the Wizard of Wines. The barrels against the east wall contain Purple Grapemash No. 3, a cheap wine. The four barrels against
the south wall contain Red Dragon Crush, a fine wine. The wine racks contain thirty-three bottles of Purple Grapemash No. 3 and twenty-four bottles of Red Dragon Crush. Treasure Among the wine bottles
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are built over natural gas vents in the floor and never go out.)
Guards. Two spectators float 15 feet above the floor.
Supplies. Carved into the north wall are stone shelves with blank spellbooks
and stacks of parchment on them. Mounted between the shelves are copper signs embossed with the following words in Common: “Do not remove supplies without Headmaster Blackcloak’s written consent
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
3: Engineer’s Quarters The sphere’s chief engineer used this chamber as an office, a workshop, and living quarters. The metal drawers along the south wall contain books inscribed with complex
, describes how the sphere’s creators employed the slaad control gems in area 32 to contain the power of the elemental portal in area 33. Treasure. Scattered among the equipment are a blue key card, a set of tinker’s tools, and five star rose quartzes worth 50 gp each.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
3: Engineer’s Quarters The sphere’s chief engineer used this chamber as an office, a workshop, and living quarters. The metal drawers along the south wall contain books inscribed with complex
, describes how the sphere’s creators employed the slaad control gems in area 32 to contain the power of the elemental portal in area 33. Treasure. Scattered among the equipment are a blue key card, a set of tinker’s tools, and five star rose quartzes worth 50 gp each.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-size statue of a dwarf in plate armor, wearing a bucket helm and standing at attention atop a block of stone that measures 3 feet on a side.
Secret Door. Set into the north wall is a secret door that
a 6-inch-thick wall of stone that bisects the room from east to west, creating separate chambers to the north and south. The wall is permanent. Each 10-foot-square section of it has AC 15, 180 hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-size statue of a dwarf in plate armor, wearing a bucket helm and standing at attention atop a block of stone that measures 3 feet on a side.
Secret Door. Set into the north wall is a secret door that
a 6-inch-thick wall of stone that bisects the room from east to west, creating separate chambers to the north and south. The wall is permanent. Each 10-foot-square section of it has AC 15, 180 hit
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
D6. False Tomb Two sealed stone sarcophagi rest in alcoves dug into the south wall here. Each sarcophagus releases a cloud of corrosive dust when opened, filling the 10-foot-by-10-foot area north of
the sarcophagus. Any creature in the area must make a DC 15 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. The cloud then disappears. The sarcophagi contain nothing of interest.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
D6. False Tomb Two sealed stone sarcophagi rest in alcoves dug into the south wall here. Each sarcophagus releases a cloud of corrosive dust when opened, filling the 10-foot-by-10-foot area north of
the sarcophagus. Any creature in the area must make a DC 15 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. The cloud then disappears. The sarcophagi contain nothing of interest.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
17. Magical Secret Door This entrance to the remainder of the tomb is on the wall adjoining the stairway that leads down. It can be found by mundane means, requiring a successful DC 20 Wisdom
aura (abjuration). After the magic of the door is identified, a dispel magic or remove curse spell is needed to remove the guard that prevents the door from being opened. Once this is accomplished, the secret door can be opened easily from either side.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
17. Magical Secret Door This entrance to the remainder of the tomb is on the wall adjoining the stairway that leads down. It can be found by mundane means, requiring a successful DC 20 Wisdom
aura (abjuration). After the magic of the door is identified, a dispel magic or remove curse spell is needed to remove the guard that prevents the door from being opened. Once this is accomplished, the secret door can be opened easily from either side.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W19. Sleeping Quarters Two pairs of bunk beds occupy this room. Against the west wall rest four identical footlockers. Davian, Adrian, and Elvir sleep in the westernmost room. Claudiu and his two
has painted orange flames where its mane, tail, and hooves should be. Carved into the wooden nightmare is the name “Beucephalus” and, in smaller lettering, the slogan “Is No Fun, Is No Blinsky!” The footlockers contain clothing and personal belongings, but nothing of value.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wooden ladders that lean against the walls. The ceiling here is 15 feet high. The bottles contain the dried-up remains of potions that lost their efficacy long ago. The ladders were once used to reach
the higher niches, but they can no longer support any weight. A secret door is set in the north wall. It can be pulled open to reveal a staircase landing (area X21).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W19. Sleeping Quarters Two pairs of bunk beds occupy this room. Against the west wall rest four identical footlockers. Davian, Adrian, and Elvir sleep in the westernmost room. Claudiu and his two
has painted orange flames where its mane, tail, and hooves should be. Carved into the wooden nightmare is the name “Beucephalus” and, in smaller lettering, the slogan “Is No Fun, Is No Blinsky!” The footlockers contain clothing and personal belongings, but nothing of value.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
come stomping down a corridor toward them at any time, smashing through any doors in its path. Or it could burrow through a wall to reach the characters, exploding forth in a hail of stone fragments. If
a wandering umber hulk is defeated, remove it from area 26 or have only one umber hulk in area 34. If the characters have already defeated the three umber hulks in those areas, assume this wandering one is a new arrival.