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Returning 35 results for 'content remove grasping to have revealing'.
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Monsters
Monster Manual
Advanced Telepathy. The flumph perceives the content of any telepathic communication within 60 feet of it.
Prone Deficiency. If the flumph receives the Prone condition, roll a die. On an odd number
":"Stench Spray"} hours, and has the Poisoned condition while the stench lasts. Other creatures have the Poisoned condition while in a 5-foot Emanation originating from the coated target. The target can remove the stench on itself if it bathes during a Short or Long Rest.Psychic
Monsters
Spelljammer: Adventures in Space
Advanced Telepathy. Flapjack can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.
Prone
":"roll","rollAction":"Stench Spray"} hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove
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
or the Palace of Spires. On a successful save, the creature’s memories remain intact, but they’re hazy and dreamlike. A Remove Curse or Greater Restoration spell restores the creature
Monsters
Divine Contention
(losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Grasping roots and vines erupt in a 20
plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the
Monsters
Storm King's Thunder
effect two rounds in a row:
Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and
magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon
Flumph
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.
Prone
creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.Psychic
Monsters
Mordenkainen's Fiendish Folio Volume 1
are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels them to lash out in fearsome raids when the conditions are right.
Aquatic Vassals
minds a few simple commands to help them with their tasks. She gave them the tenacity and toughness of a crab to augment their strength, grasping claws to help them claim the treasures she loved, and a
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Grasping roots and
described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Grasping roots and vines
above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
traditionally nullifies heroes’ strengths, doing so can remove the players’ agency and undercut their enjoyment. Beyond the Dungeon Master’s Guide advice for creating dangerous encounters, consider the
characters worry might happen? Do you want to update any content boundaries? Is there anything that would make the game more enjoyable for you? Ask Permission Players put considerable thought and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
ft.; Passive Perception 12
Languages Understands Undercommon but can’t speak; telepathy 60 ft.
CR 1/8 (XP 25; PB +2)
Traits
Advanced Telepathy. The flumph perceives the content of any
condition while in a 5-foot Emanation originating from the coated target. The target can remove the stench on itself if it bathes during a Short or Long Rest.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Parade Ambush As the parade nears the jetty, read the following description: Grasping weeds and vines erupt from the cobblestone street beneath the carriage at the head of the parade. The ox pulling
, revealing themselves to be guards protecting the Prince of Vice.
As bystanders flee the area, the character who has the highest passive Wisdom (Perception) score spots a figure in green and yellow
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. These Undead knights block the entrance to the castle. They attack anyone who tries to slip past or to remove part of a wight’s disguise. After a wight takes 10 points of damage, its disguise is undermined, revealing the skeletal form below.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Undercommon but can’t speak, telepathy 60 ft.
Challenge 1/8 (25 XP)
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t
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->Dungeon Master’s Guide (2014)
. When the adventurers kill a monster, it stays dead, unless someone raises it. When they remove treasure from a room, it doesn’t reappear the next time they enter — assuming it hasn’t been stolen from
can help you design adventure content that provides opportunities for character development. Keep a running tally of the adventurers’ classes and levels, as well as any quests and downtime activities
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
playing a character included with the adventure. If you have fewer than four players or more than six players, the content might be too difficult or too easy. For this encounter, make the following
changes.
If there are fewer than four characters, remove one Goblin Warrior and the Giant Centipede.
If there are more than six characters, add one Goblin Warrior and one Giant Centipede.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
them forever, without destroying their usefulness. You have the opportunity to discover their hiding places in your struggle against their cult allies. Together, we can remove them as a threat to us
menace, ask for the check without revealing the DC.) The following modifiers apply to the check: Arcane spellcasters gain a +6 bonus. Characters who openly worship a deity associated with death gain a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
or remove curse, ends the effect and returns the creature to its normal weight. Frogspittle: Each creature in the room must succeed on a DC 10 Constitution saving throw or take 9 (2d8) poison damage
the lever, the lever becomes solid. If the square is erased, the lever turns insubstantial again. If the lever is pulled, the square seal on the skeleton gate in area 71 rolls aside, revealing a square keyhole behind it.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
them forever, without destroying their usefulness. You have the opportunity to discover their hiding places in your struggle against their cult allies. Together, we can remove them as a threat to us
menace, ask for the check without revealing the DC.) The following modifiers apply to the check: Arcane spellcasters gain a +6 bonus. Characters who openly worship a deity associated with death gain
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
those original creations, with most living in small, isolated clutches. Though they are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels
augment their strength, grasping claws to help them claim the treasures she loved, and a deeply embedded magical compulsion to obedience. Treasure Hungry. The hag had a particular love of silver, and was
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
information. The iron sphere is hollow and immobile, and it remains inert while the drape covers it. Belchorzh can use its telekinetic eye ray to remove the drape at any time, revealing the sphere and
eyes are in place, they disappear and the door grinds open and remains open henceforth. 44B. Inside the Vault When the door opens, read: The vault door grinds upward, revealing a domed, candlelit room
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the skeletons as they hiss accusations like “You fly on our backs” and “You soar on our bones.” However, the skeletons don’t understand or respond to anything the characters say. Grasping Claws. Until
all three skeletons are defeated, grasping skeletal claws reach from the ground, making the entire hallway difficult terrain. M6: Flooded Tavern The ceiling of this room is 20 feet high. The tunnel
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
attack rolls and ability checks, and it can be ended on a character with greater restoration, remove curse, or similar magic. Tapestries Five red tapestries hang from iron rods bolted to the walls
is taken from the room or destroyed, a new one materializes on the wall in 4d6 hours. If the lever in the tapestry is pulled, the pentagon seal on the skeleton gate in area 71 rolls aside, revealing a pentagonal keyhole behind it.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
12 Wisdom saving throw or be blinded, deafened, and rendered unable to speak for 1 minute. Additionally, an illusion makes it appear that the creature has had its face erased. The remove curse spell
. Casting dispel evil and good on the statue permanently disarms the haunted trap. Morbid Memory Haunt Bonus +0 A morbid memory trap presents little danger, but it proves useful in revealing important and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class. Grasping Arrow. When this
arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
vegetables and other foodstuffs line the walls of this unfinished cellar. The south wall has partially collapsed, revealing a dark, narrow tunnel. The smell the characters noticed above is worse here
they overheard in Promise. This part of the song tells the story of a young man named Culley. Rather than its usual content, where the boy dies by drowning, the song has been sloppily rewritten to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
despoiling bloodshed.
More ephemeral or permanent offenses, such as revealing a secret the mummy wished kept or killing an individual the mummy loved, can’t be so easily remedied. In such cases, a
dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the Remove Curse spell or similar magic. If this effect reduces the creature to 0 hit points, it dies. The grove gets its name from the unusual will-o’-wisps that inhabit it. These will-o’-wisps—thought
Scarlet Mire are caused by the glut of decaying bodies beneath the marsh’s surface. Crawling claws skitter through the marsh, grasping at any who pass through. Scarlet Mire is also inhabited by roving
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
remove the demonic essence from the gear. Spells such as dispel magic or protection from evil or good, or other methods that the characters might imagine, could make the part usable. If the characters
and succeed on a DC 15 Wisdom (Insight) check realize Mickey’s plight. They can then attempt to remove the bone fragment without permanently inhibiting Mickey’s stride. A successful DC 15 Wisdom
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
hit point maximum is halved 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 a
Magic Items
Infernal Machine Rebuild
properties. Roll for each of these properties on the Infernal Machine Properties table. To keep things interesting, the DM might roll secretly for detrimental properties, revealing those properties only
fragrant leaves. The leaves fall off after 1d10 minutes, revealing 1d6 magic fruits that can be plucked from your head. Each fruit functions as a berry created with the goodberry spell.
Whenever you
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
replica duodrones, activated by the door opening, are tasked with maintaining circuits in this room, which have become badly corroded over time. Their second task is to remove intruders who attack them
, the door automatically opens into this area, revealing area 3 and activating the mechanical creatures in that area. 3. Recharging Station A buzzing sound and a deep hum rises suddenly as the door
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
magic flames for 24 hours. If the brazier is lit, the heat it gives off starts to melt the ice in the chamber, revealing the words of the inscription after 10 minutes. Alcoves. Examination of the alcoves
peace.” Cursed Crown. Ivira can’t remove the crown from her head. Any other creature that touches it must succeed on a DC 17 Wisdom saving throw or become charmed by it and use its next action to don
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
shelves each hold eight potions in vials (see “Treasure” below). Any character who has a passive Wisdom (Perception) score of 18 or higher notices the shelves are precariously balanced. To safely remove a
the other side of the wall—revealing a secret way to area T9. Treasure. Four 12-foot-wide paintings (400 gp each) and a smaller 2-foot-wide painting (1,000 gp) are on display. A character who examines
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the cloud giants who once occupied this keep. They were an isolated clan, content to live in peace away from the squabbles of other giants and mortals. Their propensity for using magic to alter the
1 minute trying to remove the padlock, doing so with a successful DC 15 Dexterity check. Attempting this check without first melting the ice in and around the padlock imposes disadvantage on the roll