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Returning 35 results for 'contents removed gems to have required'.
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Magic Items
Dungeon Master’s Guide
This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic
.
Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage.
Spells. You can cast one of the following spells (save DC 18), using one of the helm’s gems of the
Magic Items
Dungeon Master’s Guide
represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
Bullseye Lantern (filled and lit)
Dagger
Mirror
Pole
Rope
you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
23–30
10 gems worth 100 GP each
31–44
Wooden ladder (24 feet long
Spells
Player’s Handbook
cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
and other objects created by this spell dissipate into smoke if removed from it.
A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and
Monsters
Monster Manual
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
Paralyzed condition until the weapon is removed. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability
Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
Properties of the Hand. When you are attuned to the hand, your alignment is Neutral Evil
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws.
Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth
Monsters
Quests from the Infinite Staircase
incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).
Stone Shape (3/Day). The pech casts Stone
, where they live in clans and mine precious metals and gems.
Small and lithe, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid
Magic Items
Fizban's Treasury of Dragons
effects:
Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points.
Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a
shield, +1; +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage.
Radiant Hammer. For 1 hour or until you dismiss it (no action required), the
Monsters
Eberron: Rising from the Last War
zombies created by the necromancers were mindless creatures that required guidance. The first bone knights were appointed to provide this control.
Devoted paladins of the Blood of Vol were fused into
suits of bonecraft armor, whose magic focused their divine gifts, allowing them to command units of mindless undead. Bonecraft armor can't be removed without killing the knight who wears it, and when
Monsters
Tales from the Yawning Portal
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed
by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed
Magic Items
Quests from the Infinite Staircase
fuel: powdered gemstones placed in the lantern’s base. The lantern can hold a maximum of 10,000 gp worth of powdered gems, and it contains 9,000 gp of fuel when found. Thereafter it attempts to
short or long rest. Once added, fuel can’t be removed from the lantern’s base.
The lantern’s flame can’t be extinguished by any means other than running out of fuel. If the
Magic Items
Eberron: Rising from the Last War
This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the
this property, it can’t be used again until the next dawn.
Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your
Monsters
Waterdeep: Dungeon of the Mad Mage
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
was in its space. The eye can’t be harmed or dispelled, but it winks out within an antimagic field. A scrying eye lasts until Halaster ends the effect (no action required).
A minor illusory
Magic Items
Tasha’s Cauldron of Everything
required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
The pestle has 12 charges. When you hit with a melee attack using the
, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or
Monsters
Fizban's Treasury of Dragons
with a beholder that has moved into the dragon’s domain.
5
Xorn serve as lookouts and spies for an adult amethyst dragon who rewards them with gems.
6
To repay a favor long owed to a
dragon lairs frequently exhibit or develop large and beautiful clusters of amethyst crystals, including massive cathedral geodes split open to show their contents and clusters of crystal points more
Helm of Brilliance
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses
its magic.
You gain the following benefits while wearing it:
You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component
Spells
Lost Laboratory of Kwalish
, the contents of the chest reappear on the ground at your feet.
The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the
spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been
Aboleth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s
skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher
Robe of Useful Items
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
Dagger
Lantern, Bullseye;Bullseye lantern (filled and lit)
Mirror
, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
23-30
10 gems worth 100 gp each
31-44
Ladder
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
fills with the sounds of hissing steam and groaning metal. These effects intensify with each control gem removed. If two gems are removed, the power core at the heart of the Donjon Sphere implodes after
2d8 hours. This is reduced to 1d4 hours if three gems are removed, and to just 1d4 minutes if all four gems are removed. Replacing all four gems before the power core implodes resets the time limit. If
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
fills with the sounds of hissing steam and groaning metal. These effects intensify with each control gem removed. If two gems are removed, the power core at the heart of the Donjon Sphere implodes after
2d8 hours. This is reduced to 1d4 hours if three gems are removed, and to just 1d4 minutes if all four gems are removed. Replacing all four gems before the power core implodes resets the time limit. If
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
with just enough XP to keep your level.
Gem. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.
Idiot. Permanently reduce your Intelligence by
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
:
Buy Gems. Lenk can buy gems the characters find in their adventures. Lenk exchanges gems at this location for their value in gold. All the gems in this adventure are worth 100 GP; this rate includes
strongbox and instructs them to try to pilfer its contents however they please. Each strongbox contains a modest amount of gold. If a character can get into a strongbox, they can keep its contents, though
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
gains 1 Exhaustion level at the day’s end. Exhaustion caused by dehydration can’t be removed until the creature drinks the full amount of water required for a day. See also “Exhaustion.” Water Needs
Dehydration [Hazard] A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
gains 1 Exhaustion level at the day’s end. Exhaustion caused by dehydration can’t be removed until the creature drinks the full amount of water required for a day. See also “Exhaustion.” Water Needs
Dehydration [Hazard] A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
gains 1 Exhaustion level at the day’s end. Exhaustion caused by dehydration can’t be removed until the creature drinks the full amount of water required for a day. See also “Exhaustion.” Water Needs
Dehydration [Hazard] A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
gains 1 Exhaustion level at the day’s end. Exhaustion caused by dehydration can’t be removed until the creature drinks the full amount of water required for a day. See also “Exhaustion.” Water Needs
Dehydration [Hazard] A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows
how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows
how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
using picks and similar tools. A character who spends 1 hour doing so excavates 100 gp worth of uncut gems. The cave holds 15,000 gp worth of uncut gemstones. The walls are bare once all of the gemstones are removed.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Frost Giant Bags Frost giant bags are coated in waterproof lacquer and lined with thick fur to keep their contents dry in the harsh weather of the giants' arctic domains. In addition to weapons and
travel supplies, frost giants like to carry trophies from their battles to boast about. Frost Giant Bag Contents 210 (6d6 × 10) sp 105 (3d6 × 10) ep 140 (4d6 × 10) gp 3 (1d6) pp 3 (1d4 + 1) boulders
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
using picks and similar tools. A character who spends 1 hour doing so excavates 100 gp worth of uncut gems. The cave holds 15,000 gp worth of uncut gemstones. The walls are bare once all of the gemstones are removed.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Frost Giant Bags Frost giant bags are coated in waterproof lacquer and lined with thick fur to keep their contents dry in the harsh weather of the giants' arctic domains. In addition to weapons and
travel supplies, frost giants like to carry trophies from their battles to boast about. Frost Giant Bag Contents 210 (6d6 × 10) sp 105 (3d6 × 10) ep 140 (4d6 × 10) gp 3 (1d6) pp 3 (1d4 + 1) boulders
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Monster Treasure Preferences The Monster Manual gives treasure preferences for monsters in that book. These preferences are categorized as follows: Any. The monster has a treasure hoard, the contents
of which you can determine by rolling on the Random Treasure Hoard table. Monetary treasure can take the form of coins, trade bars, trade goods, gems, or art objects (all described in chapter 7
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Monster Treasure Preferences The Monster Manual gives treasure preferences for monsters in that book. These preferences are categorized as follows: Any. The monster has a treasure hoard, the contents
of which you can determine by rolling on the Random Treasure Hoard table. Monetary treasure can take the form of coins, trade bars, trade goods, gems, or art objects (all described in chapter 7