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Returning 35 results for 'contains refuses granting to have release'.
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Magic Items
Dungeon Master’s Guide
This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which
and release the water the dust absorbed. Doing so destroys the pellet and ends its magic.
As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is
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
defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
An Identify spell reveals if the flask contains a
Monsters
Planescape: Adventures in the Multiverse
experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to
","rollType":"roll","rollAction":"Darkweaver Cocoon Contents"}
Category
1
Roll a die. If you roll an even number, the cocoon contains the bones of a Humanoid. If you roll an odd number, the
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
multiverse transformed into a vast necropolis populated solely by undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power
woven hair. The city contains wandering undead, many of which are engaged in continuous battles with one another.
Lair Actions
On initiative count 20 (losing initiative ties), Orcus can take a lair
Monsters
Mordenkainen Presents: Monsters of the Multiverse
into a vast necropolis populated solely by Undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these
River Styx, Naratyr is an eerily quiet and cold city, its streets empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains
Monsters
Quests from the Infinite Staircase
retains its name, alignment, and personality. The creature also inherits Nafas’s palace and all it contains.
If the creature refuses, Nafas gains a new body in 1d10;{"diceNotation":"1d10", "rollType
Dust of Dryness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which
floats or rests near where the dust was sprinkled. The pellet's weight is negligible.
Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the
Iron Flask
Legacy
This doesn't reflect the latest rules and lore.
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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
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Currency and Trade Neither port nor proximity dictates trade in the City of Doors, granting its merchants and artisans access to the planes and their wondrous offerings. Woodcarvers whittle toys from
the Elemental Plane of Earth. Perhaps a night hag hawking rare spell components refuses all currency but fresh larvae from Hades, while a bone devil might siphon years off the buyer’s life as payment
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dust of Dryness Wondrous Item, Uncommon This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water
surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elemental
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the characters to leave the den unmolested but refuses to release the kidnapped children unless Zuleika is present to convince him otherwise (because she fears that the characters might kill her
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dust of Dryness Wondrous item, uncommon This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a
, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Dust of Dryness Wondrous item, uncommon This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a
, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dust of Dryness Wondrous Item, Uncommon This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water
surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elemental
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: Second-Story Work You’ve trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine your jump
, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover. Level 13: Use Magic Device You’ve learned how to maximize use of magic items, granting you
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
each character’s Intelligence or Wisdom score. Characters who came here from the Obelisk (see "The Obelisk") can bargain with Rigorath for the means to release Ubbalux from the standing stones. In this
case, his terms are the same. Rigorath refuses to explain why Mephistopheles wants the River Styx dammed. His master is wary of angering Zariel and refuses to grant directions to the Bleeding Citadel
Compendium
- Sources->Dungeons & Dragons->Divine Contention
offers the services of his ship and crew. The characters can hire or buy a ship from the shipyards of Neverwinter. Chapter 5 of the Dungeon Master’s Guide contains rules for maritime vessels and a
breakdown of their costs. Characters who spared the green dragon Claugiyliamatar in the “Leilon Besieged” quest could compel her to fly them out to sea. She refuses to fight on their behalf but gladly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Temple of Dumathoin This ancient temple of Dumathoin has been converted into a vile hatchery for giant spiders by T’rissa Auvryndar and her followers. It contains the following: Dais. T’rissa
.
T’rissa is as malevolent as the demonic god she worships and refuses to speak to non-drow, let alone negotiate with them. T’rissa stabilizes dying characters so that they can be implanted with spider
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Stables The Blacktongue bullywugs raise “livestock” in this 20-foot-high, torch-lit cavern. If the bullywug handlers here are attacked, they release their carrion crawlers and shout for aid from
. Carrion Crawlers This raised dry area contains the following: Wooden Pen. A pen made of wooden slats confines four carrion crawlers to the northeast. Three carrion crawler eggs are inside the pen
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
communicate with the kindori (telepathy, for example). If the check fails, the kindori refuses to alter course. If the check fails by 5 or more, the kindori also dislodges the character, who is pushed 10
their migration. If the Second Wind is intact and its spelljamming helm becomes operational before then, Krux orders the characters to release the kindori so the creatures can go on their way.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
from its chains and returned to the Material Plane. Otherwise, Zariel will release the chains but leave Elturel in Avernus with no hope of salvation. To Destroy a Demon Lord Baphomet and Yeenoghu are
characters to hold her to promises made without a contract. If the characters press Zariel for a formal agreement before giving her the shield, she presents a fair contract. However, she refuses to both
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Crickets and Bats Any bright light in this broad cavern alerts the demons on watch in area 17 and the drow guards in areas 18a through 18d. The cave contains the following: Fog. The floor here is
agitated and expect to be fed whenever humanoids enter the cave.
Web Cables. The tunnels leading to areas 12a and 12b rise up out of the fog and are strung with web cables.
The drow release crickets
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Coerce a night hag into granting a morbid prophecy by stealing its eye.
14 Learn a secret way to escape the Underworld from one of the titans.
15 Find the lost secret of a long-dead
their release.
20 Seek out Klothys’s domain and learn from her oracles how you’re destined to escape the Underworld.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. The chamber beyond holds the temple’s most valued prisoner, Seodra the gemsmith. This room contains a cot, a footlocker, a basin, and a worktable covered in various tools. The table is presently
assist the thieves charged with stealing the gemstone eyes from the statue of Moloch in area 25, she was captured and put to work. If the characters talk of rescuing her, Seodra refuses to leave unless
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
form can enter the tower through these slits. Treasure The ground floor of the Daern’s instant fortress contains 50,000 cp, 10,000 sp, 10,000 gp, 1,000 pp, 15 assorted gems (100 gp each), and a +2
shield emblazoned with a stylized silver dragon that is the emblem of the Order of the Silver Dragon (see chapter 7). The shield whispers warnings to its bearer, granting a +2 bonus to initiative if the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the magical trap teleports the character making the check inside the locked chest, whereupon the character is restrained. The chains holding the chest then release it into the water, where it sinks to
does so with disadvantage. Treasure The chest interior is lined with lead and contains 300 gp, a gold tankard embossed with a sad face that smiles when the tankard is filled (250 gp), and a stoppered bone tube containing a spell scroll of remove curse.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
9. Boss Hark’s Cave This 10-foot-high cave contains Hark, the goblin boss, two female goblins (bodyguards) named Ratcha and Zukluk, and seven giant rats (Hark’s beloved pets). When the characters
with Hark Characters can try to negotiate with Hark instead of attacking him. He agrees to release the remaining villagers if the characters do one of the following things (and leave the goblin lair in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
free of their panels (whether on the walls or not; see “Treasure”) and attack the tomb’s interlopers. Use the flying sword statistics for each crystal battleaxe. The sarcophagus contains tatters of a
reveal the way to King Melair’s true tomb. It promises (truthfully) to do so in exchange for its release from captivity. If the glabrezu is released, it casts dispel magic on the wall behind the tapestry
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Disrupting Manshoon’s Operation Characters can hinder Manshoon in the following ways. Release the Barlgura If the characters free the barlgura demon in area K15 and allow it to roam Kolat Towers
Blackwater and Agorn Fuoco (area E8), and Havia Quickknife and Mookie Plush (area E10). The ledger in area E13 also contains proof of Manshoon’s malfeasance. Giving it to Laeral Silverhand, Vajra Safahr, Mirt
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on a DC 14 Dexterity saving throw or be struck by flying broken blades for 9 (2d8) slashing damage. A character proficient with thieves’ tools can use them to try to safely release the pressure and
(roll on the Trinkets table in chapter 5 of the Player’s Handbook). Tied to her waist is a hide pouch that contains a figurine of wondrous power (onyx dog). Teleport Trap A creature teleported by this
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, delicious tea magically appears in the protected creature’s hands. A pouch contains enough leaves for one use. Taking a Bubble Ride Any Large or smaller creature that enters the teapot is enveloped in a
magic bubble that floats up through the teapot’s spout and into the sky, granting its occupant wonderful aerial views of the carnival. When the bubble pops after 1 minute, the passenger floats gently to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. A character pretending to be a Harper can fool her with a successful DC 16 Charisma (Deception) check. Otherwise, the characters must either compel Elaspra to release the information using magic, or
Dwarvish, demands the Stone of Golorr, and refuses to believe that they don’t have it. If the stone isn’t turned over to them promptly, the duergar enlarge themselves and attack. Xanathar watches the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
research has since convinced me this Brazen Egg holds a final gift from Cozmioko and a way to spoil Anthradusk’s plans. To do so, you must return to Haskasori, release the egg’s power to weaken
populace against the dragon. Cozmioko left; within a few short years, Haskasori fell to ruin.” Eldemere politely refuses to join the party if invited. Secretly she fears Anthradusk is looking for her
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and doesn’t need to 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
, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
connect each level of a tower, and the trapdoor in the roof can be bolted shut from below. Breaking through a bolted trapdoor requires a successful DC 27 Strength (Athletics) check. Each tower contains
. The mage atop the gate tower (area 18a) demands to know who they are and why they have come, granting entry only if their answers raise no suspicions. As the visitors make their way through the