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Returning 35 results for 'continual released glass to have requires'.
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Monsters
Monster Manual
released. The hag can create a new bag after 7 days.Multiattack. The hag makes two Claw attacks.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"}, reach
5 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Nightmare Haunting (1/Day; Requires Soul Bag). While on the
Equipment
A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
creature trapped in its demiplane, that creature is released when the fractine splits, reappearing in an unoccupied space as close to the new fractines as possible.A fractine is a bizarre, two
of itself behind. The destruction of a fractine is accompanied by a loud sound reminiscent of shattering glass.
A fractine attacks by falling on its targets, dealing damage as it passes through them
Magic Items
Acquisitions Incorporated
Kit;poisoner's kit (glass vials, a mortar and pestle, chemicals, and a glass stirring rod). You gain proficiency with a Poisoner's Kit;poisoner's kit as part of this upgrade.
You can use this magical
kit as long as it is on your person, with no need to draw or stow it. If you are ever searched, finding your travel alchemical kit requires a successful DC 20 Intelligence (Investigation) or Wisdom (Insight) check.
Monsters
Eberron: Rising from the Last War
this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the
, lesser restoration (1 hour).
Medicine (+4), herbalism kit
4
Lamplighter
Light. Ritual only: continual flame (1 hour).
Tinker's tools
5
Locksmith
Mending. Ritual only: arcane lock (1
Monsters
Van Richten’s Guide to Ravenloft
"} necrotic damage from the wound left by the shrapnel. The wound ends if the target regains any hit points or if a creature uses an action to stanch the wound, which requires a successful DC 15
weapons with which they can slaughter prey. Sharp iron fences, crushing stalagmites and blades of glass all conveniently appear in order to aid a juggernaut’s brutality. Every juggernaut considers
Monsters
Princes of the Apocalypse
pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action.
Summon Elementals (1/Day). Yan-C-Bin summons up
;{"diceNotation":"3d6","rollType":"roll","rollAction":"Air Control"} × 10 feet through the air. A creature smashed into a solid object or released in mid-air takes 1d6;{"diceNotation":"1d6","rollType
Magnifying Glass
Legacy
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Equipment
This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as
sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
Magic Items
Lost Laboratory of Kwalish
heavily muscled warrior, and its great helm is unusual in that it has no openings — only a broad glass plate in the front with a second piece of glass above it. Strange plates, tubing, and large
), but doesn’t gain access to the user’s knowledge, features, or proficiencies.
Freeing a creature trapped inside the armor first requires defeating the armor’s automatic defenses
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
19. Glass Statue This dark, rectangular room contains a seven-foot-tall glass statue of a scowling woman with octopus tentacles for arms emerging from dark ocean waves. Three dusty rugs lie at the
shattered, the water spills out and takes the form of a water elemental under the command of the one who released it. The elemental understands Aquan only and does not heed commands it can’t understand. It disappears 1 hour after being set free.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
19. Glass Statue This dark, rectangular room contains a seven-foot-tall glass statue of a scowling woman with octopus tentacles for arms emerging from dark ocean waves. Three dusty rugs lie at the
shattered, the water spills out and takes the form of a water elemental under the command of the one who released it. The elemental understands Aquan only and does not heed commands it can’t understand. It disappears 1 hour after being set free.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wall. These panels depict silver dragons in flight. Beyond the glass doors lies a dark, misty room that appears to be a chapel.
A continual flame spell was cast on the crystal chandelier long ago and has never been dispelled. The knight statues are lifelike but inanimate.
wooden doors lead to this hall. The doors in the northeast corner hang open. A pair of leaded glass doors, their panes cracked and broken, stand open between panels of stained glass set into the east
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wall. These panels depict silver dragons in flight. Beyond the glass doors lies a dark, misty room that appears to be a chapel.
A continual flame spell was cast on the crystal chandelier long ago and has never been dispelled. The knight statues are lifelike but inanimate.
wooden doors lead to this hall. The doors in the northeast corner hang open. A pair of leaded glass doors, their panes cracked and broken, stand open between panels of stained glass set into the east
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Strength (Athletics) check. The hostel has windows, but the tower’s only windows are the glass panes over its domed observatory. Lighting. The tower uses wall-mounted torches lit with Continual Flame spells
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Strength (Athletics) check. The hostel has windows, but the tower’s only windows are the glass panes over its domed observatory. Lighting. The tower uses wall-mounted torches lit with Continual Flame spells
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
colored glass blocks embedded in them. The blocks are not lit when the characters first arrive, but pulling a lever in area 37 causes each block to shed colorful light as bright as that created by a
continual flame spell. Maddgoth’s magic keeps the temperature inside the castle steady at 70 degrees Fahrenheit, but characters can shut off the heat by pulling another lever in area 37. Exterior doors are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
colored glass blocks embedded in them. The blocks are not lit when the characters first arrive, but pulling a lever in area 37 causes each block to shed colorful light as bright as that created by a
continual flame spell. Maddgoth’s magic keeps the temperature inside the castle steady at 70 degrees Fahrenheit, but characters can shut off the heat by pulling another lever in area 37. Exterior doors are
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. A secret door is hidden in the northeast corner. 22b: Oily Floor Spilled, flammable oil makes a 10-foot square of this room’s floor difficult terrain. 22c: Glowing Orb A glass orb wrapped in
tattered oilcloth lies in one corner of this room. When uncovered, the orb shines light as if affected by the Continual Flame spell. 22d: Prisoner’s Remains Skeletal remains of an escaped prisoner lie in a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
-foot-high ceilings, with 7-foot-high doorways connecting them. Climbing the outside walls without equipment requires a successful DC 15 Strength (Athletics) check. Each of the doors in the towers, as
locked doors. Windows have leaded frames and dirty glass panes. They are latched from within and swing inward on iron hinges. A successful DC 11 Dexterity check using thieves’ tools opens a window from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
-foot-high ceilings, with 7-foot-high doorways connecting them. Climbing the outside walls without equipment requires a successful DC 15 Strength (Athletics) check. Each of the doors in the towers, as
locked doors. Windows have leaded frames and dirty glass panes. They are latched from within and swing inward on iron hinges. A successful DC 11 Dexterity check using thieves’ tools opens a window from
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. A secret door is hidden in the northeast corner. 22b: Oily Floor Spilled, flammable oil makes a 10-foot square of this room’s floor difficult terrain. 22c: Glowing Orb A glass orb wrapped in
tattered oilcloth lies in one corner of this room. When uncovered, the orb shines light as if affected by the Continual Flame spell. 22d: Prisoner’s Remains Skeletal remains of an escaped prisoner lie in a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
grant you resistance or immunity to such damage are suppressed.
5 Drawback: If the Princess of the Shadow Glass has not been released from her prison by the time your mark reaches this level, you
might increase by one level every day at dawn with no saving throw allowed. The mark can’t be removed from any character except by a wish spell or by destroying the Princess of the Shadow Glass, either
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sphere of solid granite balances within a secret compartment at the top of the stairs. Finding the compartment requires that a character search the tunnel ceiling and succeed on a DC 15 Wisdom
(Perception) check. The hatch can be jammed with an iron spike or with a successful DC 20 Dexterity check made using thieves’ tools. When released, the stone ball thunders down the stairs and tumbles into the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
grant you resistance or immunity to such damage are suppressed.
5 Drawback: If the Princess of the Shadow Glass has not been released from her prison by the time your mark reaches this level, you
might increase by one level every day at dawn with no saving throw allowed. The mark can’t be removed from any character except by a wish spell or by destroying the Princess of the Shadow Glass, either
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sphere of solid granite balances within a secret compartment at the top of the stairs. Finding the compartment requires that a character search the tunnel ceiling and succeed on a DC 15 Wisdom
(Perception) check. The hatch can be jammed with an iron spike or with a successful DC 20 Dexterity check made using thieves’ tools. When released, the stone ball thunders down the stairs and tumbles into the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Battle Standard of Infernal Power
Battle Standard of Infernal Power
Wondrous item, very rare (requires attunement) This hell-forged battle standard is made of infernal iron and fitted with a
released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact. While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
character can take an action to try to pick a lock using thieves’ tools, doing so with a successful DC 18 Dexterity check. Elevator A 5-foot-wide cage elevator fitted with stained-glass windows connects the
commands while it is moving. Exterior Lighting The conservatory’s exterior walls are lit up at night by golden continual flame spells spaced evenly around the building’s foundation. These spells are
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
character can take an action to try to pick a lock using thieves’ tools, doing so with a successful DC 18 Dexterity check. Elevator A 5-foot-wide cage elevator fitted with stained-glass windows connects the
commands while it is moving. Exterior Lighting The conservatory’s exterior walls are lit up at night by golden continual flame spells spaced evenly around the building’s foundation. These spells are
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Battle Standard of Infernal Power
Battle Standard of Infernal Power
Wondrous item, very rare (requires attunement) This hell-forged battle standard is made of infernal iron and fitted with a
released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact. While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
4. Glass Globes The door to this room appears normal on the way in: a large iron-bound oak door, swollen by dampness and difficult to open. When the characters have entered the room (or as many of
keyhole on the inside of the door will unlock it. In the room, suspended from the ceiling by unbreakable wires, are nine silvered glass spheres, each about 2 feet in diameter. Unless otherwise noted
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
4. Glass Globes The door to this room appears normal on the way in: a large iron-bound oak door, swollen by dampness and difficult to open. When the characters have entered the room (or as many of
keyhole on the inside of the door will unlock it. In the room, suspended from the ceiling by unbreakable wires, are nine silvered glass spheres, each about 2 feet in diameter. Unless otherwise noted
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Second Floor This level of the tower has an 80-foot-high ceiling and tall, slender windows set with panes of stained glass. Furnishings include a giant-sized bed and an enormous wooden chest sealed
weighs 250 pounds has gilded silver covers. It contains all the spells that Zephyros has prepared plus the following additional spells: arcane eye, continual flame, fire shield, hypnotic pattern
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Second Floor This level of the tower has an 80-foot-high ceiling and tall, slender windows set with panes of stained glass. Furnishings include a giant-sized bed and an enormous wooden chest sealed
weighs 250 pounds has gilded silver covers. It contains all the spells that Zephyros has prepared plus the following additional spells: arcane eye, continual flame, fire shield, hypnotic pattern
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trapped with a glyph of warding spell. Maddgoth took the key with him, and opening the door by any means other than using the proper key triggers the spell. Picking the lock requires thieves’ tools and
the door’s stained glass panes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on it. Each creature in the area must make a DC 19 Dexterity saving throw
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Glass is a continual presence in their minds, moving telepathically from character to character to frantically warn them that the ghost is lying, and that it and its guardian creatures must be
anything short of a wish spell. Opening the door requires fitting the three key runes carried by the haven’s stone golems (see below) into the three indentations on the door. Any character who has