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Returning 35 results for 'contents wall remove'.
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contents wall removed
connects ways remove
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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
the following table (see the Monster Manual for the creature’s stat block).
1d100
Contents
0-50
No creature
51
Arcanaloth
52-54
Bone Devil
55-56
Cambion
57
Monsters
Icewind Dale: Rime of the Frostmaiden
solid surface, such as a wall, ceiling, or floor. If it has no surface to attach to, the living spell is destroyed (see “Planar Destruction” below).
Extradimensional Chamber. When the living spell
, target, or deal damage to the living spell; however, they can damage the room around them. Each 5-foot-square section of ceiling, wall, and floor in the chamber has AC 17, 50 hit points, immunity to poison
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
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
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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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
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
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
Bag of Beans
Legacy
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Magic Items
Basic Rules (2014)
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius
fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
28. Storage Old furnishings, rotten pantry staples, and boxes of mundane junk fills this musty storage space.
Any character who sifts through the room’s contents and succeeds on a DC 14 Wisdom
(Perception) check finds nothing special but notes the room’s west wall is distinct from the other walls. A character can make a DC 14 Intelligence (History) check to discern the wall’s nature. (A dwarf’s
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
an action, a character with thieves’ tools can try to remove a control gem, doing so with a successful DC 17 Dexterity (Sleight of Hand) check. Alternatively, a character can remove a gem by force
, taking an action and making a DC 15 Strength (Athletics) check. On a failed check, the pedestal unleashes an arc of lightning that deals 14 (4d6) lightning damage to the character who attempted to remove
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
28. Storage Old furnishings, rotten pantry staples, and boxes of mundane junk fills this musty storage space.
Any character who sifts through the room’s contents and succeeds on a DC 14 Wisdom
(Perception) check finds nothing special but notes the room’s west wall is distinct from the other walls. A character can make a DC 14 Intelligence (History) check to discern the wall’s nature. (A dwarf’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
16. Kitchen and Storage This kitchen has not been disturbed in years, and its contents are covered with dust and cobwebs. A stone oven is built into one wall, and narrow doors open into storerooms
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Cleansing Chamber Basins. Three dry stone basins are evenly spaced across the east wall.
Cabinet. The doors of a stone cabinet in the southwest corner hang open.
The cabinet’s former contents
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
an action, a character with thieves’ tools can try to remove a control gem, doing so with a successful DC 17 Dexterity (Sleight of Hand) check. Alternatively, a character can remove a gem by force
, taking an action and making a DC 15 Strength (Athletics) check. On a failed check, the pedestal unleashes an arc of lightning that deals 14 (4d6) lightning damage to the character who attempted to remove
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Cleansing Chamber Basins. Three dry stone basins are evenly spaced across the east wall.
Cabinet. The doors of a stone cabinet in the southwest corner hang open.
The cabinet’s former contents
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
16. Kitchen and Storage This kitchen has not been disturbed in years, and its contents are covered with dust and cobwebs. A stone oven is built into one wall, and narrow doors open into storerooms
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
lock built into each of its four sides. Each lock sports a keyhole with a sculpted image above it. Four iron keys hang from hooks on a nearby wall, and each key has a different number of teeth. Above
the keys, the following verse has been etched into the wall:
The spells on these locks are all the same.
Though each possesses a unique name.
Count on your answer to unlock the way,
But
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
lock built into each of its four sides. Each lock sports a keyhole with a sculpted image above it. Four iron keys hang from hooks on a nearby wall, and each key has a different number of teeth. Above
the keys, the following verse has been etched into the wall:
The spells on these locks are all the same.
Though each possesses a unique name.
Count on your answer to unlock the way,
But
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
7. Ruined Storeroom Despite the destruction all around, the northern part of this storage area has survived intact. The eastern wall of this chamber has collapsed into a mass of rubble. To the north
secure resting place. No monsters come this way. Moreover, the storeroom door is in good shape and can easily be blocked or barred from the inside. The contents of the kegs have long evaporated.
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->Lost Mine of Phandelver
7. Ruined Storeroom Despite the destruction all around, the northern part of this storage area has survived intact. The eastern wall of this chamber has collapsed into a mass of rubble. To the north
secure resting place. No monsters come this way. Moreover, the storeroom door is in good shape and can easily be blocked or barred from the inside. The contents of the kegs have long evaporated.
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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the Exit Location and Exit Type tables to determine the nature and placement of the exit. Use the tables in the “Stocking a Dungeon” to determine the contents of a chamber. Chamber d20 Chamber 1
d20 Location 1–7 Wall opposite entrance 8–12 Wall left of entrance 13–17 Wall right of entrance 18–20 Same wall as entrance Exit Type d20 Type 1–10 Door (roll on the Door Type table) 11–20 Corridor, 10 ft. long
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to breathe, eat, or drink and doesn’t 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
to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly. d100 Contents d100 Contents 01–50 Empty 77–78 Elemental (any) 51 Arcanaloth 79
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.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. Legacy of Xerrion Two sets of double doors lead to this hall, and opening either set alerts the creatures on guard here. The hall’s contents are as follows: Slaadi. Four invisible death slaadi
of the hall face a colorful fresco on the north wall. The fresco, 30 feet long by 15 feet tall, depicts a slender, middle-aged human wizard (Xerrion Shadowdusk) standing before a magic portal with tentacles pouring out of it. The wizard is smiling, and clutched in his arms is a black crystal tablet.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the Exit Location and Exit Type tables to determine the nature and placement of the exit. Use the tables in the “Stocking a Dungeon” to determine the contents of a chamber. Chamber d20 Chamber 1
d20 Location 1–7 Wall opposite entrance 8–12 Wall left of entrance 13–17 Wall right of entrance 18–20 Same wall as entrance Exit Type d20 Type 1–10 Door (roll on the Door Type table) 11–20 Corridor, 10 ft. long
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. Legacy of Xerrion Two sets of double doors lead to this hall, and opening either set alerts the creatures on guard here. The hall’s contents are as follows: Slaadi. Four invisible death slaadi
of the hall face a colorful fresco on the north wall. The fresco, 30 feet long by 15 feet tall, depicts a slender, middle-aged human wizard (Xerrion Shadowdusk) standing before a magic portal with tentacles pouring out of it. The wizard is smiling, and clutched in his arms is a black crystal tablet.