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                        Returning 35 results for 'continual wearing released'.
                    
                
                        
                            
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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
                                                
                                            
                                                
                                                     raised from the dead until its soul is released.
Spellcasting. The hag casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    , continual flame
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.Hound archons are the foot soldiers of
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     trapped in the barghest for 24 hours, after which time it is digested and the person is incapable of being revived. If the barghest dies before the soul is digested, the soul is released. While a soul
                                                
                                            
                                                
                                                     AttacksChange Shape. The barghest transforms into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The barghest reverts to its true form if it dies.
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect evil and good
1/day each: aid, continual flame, protection from evil and good, scrying (as an
                                                
                                            
                                                
                                                     action)
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.Warden archons are vigilant, ursine guardians of
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the Demiplanar Donjon.
Claw. Melee Weapon Attack: +16;{"diceNotation":"1d20+16
                                                
                                            
                                                
                                                     the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying is teleported with him.
Suffocate (Costs 3 Actions). Yan-C-Bin steals the air of one breathing creature he can see within 60
                                                
                                            
                                                
                                                    ;{"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
                                                
                                            
                                        
                                                     Magic Items
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     Dark Powers released Kas. From there, Kas set out to ruin his former master. Should Kas fail, the Dark Powers will reclaim him.
The crown is made of burnished and entwined metal rods. To attune to it
                                                
                                            
                                                
                                                     spells that target the creature you are disguised as actually target you. The only way to reveal your true nature while transformed by the crown is with a Wish spell.
While wearing this crown in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     holding or wearing it. In that instant, the shard solitaire becomes a flawed, nonmagical diamond worth 500 gp, and all the creatures and extradimensional energy contained within it are released at
                                                
                                            
                                                
                                                    , and its presence can no longer be felt. The extradimensional energy released from the stone has the same effect as a staff of power’s Retributive Strike property, centered on the stone itself. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Tyrant’s Escape If the party communicated with Dalk Dranzorg during the séances, the adventure’s climax unfolds as follows. Dranzorg Released. After the house wakes, Dalk Dranzorg can be released as
                                                
                                            
                                                
                                                     can help them defeat Dranzorg. Eternal Rivals. Dranzorg focuses his attacks on the character wearing Mara’s armor. If a character wearing Mara’s armor is reduced to fewer than half their hit points
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     any door in the sanctum by touch. Except where noted, areas of the sanctum are brightly lit by continual flame spells cast on wall sconces. TELEPORTER RINGS
 To access Manshoon’s extraplanar sanctum
                                                
                                            
                                                
                                                     rings to his most trusted servants.
 As an action, a creature wearing a teleporter ring can activate the teleportation circle either in area K22 or area E1, teleporting itself and up to six other willing creatures from one circle to the other.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     30 feet of the mirror that sees its reflection must succeed on a DC 15 Charisma saving throw or be imprisoned within one of the mirror’s twelve extradimensional cells, along with anything it is wearing
                                                
                                            
                                                
                                                     properties. The command words are also written in the spellbook found in area 28. Destroying the Mirror If the mirror is destroyed, all creatures trapped within it are released at once. (See chapter 7 of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    . Light from the domed skylight and continual flame spells cast on hanging lanterns provide bright illumination throughout the hall. Magic Steps. All steps, including the hall’s grand staircase, shift
                                                
                                            
                                                
                                                     higher or lower in the hall (depending on the direction spoken), along with anything the creature is wearing or carrying. If the destination glyph is occupied or the command doesn’t make sense (such as saying “down” while on the hall’s lowest floor), the transport glyph doesn’t function.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Nightmare Haunting action.
 The bag has AC 15, HP 20, and Resistance to all damage. The bag turns to dust if reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is holding are released. The
                                                
                                            
                                                
                                                     target can’t be raised from the dead until its soul is released.
 Spellcasting. The hag casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                     ability:
 At will: detect evil and good
 1/day each: aid, continual flame
 Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     touches the shield must succeed on a DC 18 Wisdom saving throw or become trapped inside it, along with everything the creature is wearing or carrying. The shield displays a faint image of the trapped
                                                
                                            
                                                
                                                     released and appears in an unoccupied space as close to the shield as possible. On a failed save, the creature takes 31 (7d8) necrotic damage. If this damage reduces the trapped creature to 0 hit points
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     dead giff’s grenades was primed but not released when the giff died at the bend in the corridor. At the end of each turn in combat, roll a d6. On a 6, the grenade rolls from the giff’s hand and goes off
                                                
                                            
                                                
                                                     on a successful one. Light. This area is brightly lit by continual flame spells cast on wall sconces. Smoke. The smoke is from a smoke bomb dropped by the giff when the extraction force moved to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     green devil’s face, its flared nostrils set just above the putrescent mass. A sconce above the face holds a flickering torch.
 The torch burns with a continual flame spell, illuminating the humanoid
                                                
                                            
                                                
                                                     with whatever they are wearing or carrying. The lever then resets. If the characters return to this room at a later time, the effects of the levers are reversed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     Shadowfell lured Kas to a hidden forge, where he found the Crown of Lies. Once Kas vowed to deliver Vecna into the Dark Powers’ clutches and donned the crown, the Dark Powers released Kas. From there
                                                
                                            
                                                
                                                     actually target you. The only way to reveal your true nature while transformed by the crown is with a Wish spell. While wearing this crown in your true form, you can choose for the crown to be visible if
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                     archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
 At will: detect evil and good
 1/day each: aid, continual
                                                
                                            
                                                
                                                     flame, protection from evil and good, scrying (as an action)
 Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.
  Dmitry Burmak
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     the barghest for 24 hours, after which time it is digested and the person is incapable of being revived. If the barghest dies before the soul is digested, the soul is released. While a soul is trapped
                                                
                                            
                                                
                                                     speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The barghest reverts to its true form if it dies.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     dancing lights spells that create flames of a hellish hue. These lights float and bob at varying heights. The employee tunnels contain continual flame spells cast on sconces. The music that plays throughout
                                                
                                            
                                                
                                                     1d3 security guards (use the thug stat block) to the holding cells (area A17). The cheater is released the next dawn, escorted by security to a boat, advised never to return, and sent upriver.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Points. If the bag is destroyed, any souls the bag is holding are released. The hag can create a new bag after 7 days.
 Actions
 Multiattack. The hag makes two Claw attacks.
 Claw. Melee Attack Roll
                                                
                                            
                                                
                                                     spell kills the target, its soul is trapped in the hag’s soul bag, and the target can’t be raised from the dead until its soul is released.
 Spellcasting. The hag casts one of the following spells
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     1H). 1A. Feast Hall The frost giants have tracked snow into this great hall, which is illuminated by continual flame spells cast on torches that are mounted to the walls and wooden pillars. These cold
                                                
                                            
                                                
                                                     Icicles hang from the rafters of this ice-glazed hall, which is illuminated by bluish continual flame spells. An ivory drinking horn rests atop a frozen table in the middle of the room. South of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     in cobwebs. Continual flame spells flicker behind the eye holes of their helms, and their iron greataxes are raised high.
 23b. Hall of Final Judgment The floor of this 40-foot-high chamber is
                                                
                                            
                                                
                                                     creatures that aren’t demons, and they despise angels most of all. If a marilith is released in Fazrian’s presence, the demon and the angel fight until only one is left standing. If the planetar is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     side view of these areas.  Diagram 5.2: Revolving Room Trap 38A. Control Room This room is dark and dusty. A hulking figure wearing a bucket helm stands to the west, with one hand on an iron lever set
                                                
                                            
                                                
                                                     stone door. Carvings of demons decorate the stonework, with flickering flames in all their eyes.
 The flickering flames were created by continual flame spells, which fill the room with bright light
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     to these chambers can escape. 39a. Gold and Black Boudoir Light. The walls and ceiling are painted gold. Mounted to them are black iron sconces with continual flame spells cast on them. These fires
                                                
                                            
                                                
                                                     cushions strewn about.
 Hammocks. Two tasseled hammocks are stretched between four black pillars near the east wall. Napping in one of them is a beautiful young man wearing gold sandals and a golden
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     themselves known, the guard slides open the peephole and checks to see if they’re wearing the Ashen Heirs’ distinctive efreeti masks. If they are, he then asks for the passphrase. If a character answers, “Let
                                                
                                            
                                                
                                                     recalls that this was one of the more prominent slogans the Ashen Heirs were shouting during the incident at Three Suns Square. If the guard sees the characters aren’t wearing efreeti masks or the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     twenty-five darklings (see appendix C) wearing cloaks and hoods. Endelyn forces them to watch rehearsals as well as performances, not only to torment the darklings but also to make sure the actors and
                                                
                                            
                                                
                                                     stage is an intricate wooden device operated by four unarmed goblins (neutral noncombatants) in theater masks. Mounted to the rig are a dozen shuttered cylinders, each one with a continual flame spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released.
 While a humanoid’s soul is trapped in a barghest, any form of
                                                
                                            
                                                
                                                     goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The barghest reverts to its true
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     successful DC 10 Survival (Wisdom) check, determine that they are fresh (made in the past hour) and belong to a half-dozen Small humanoids wearing snowshoes. The tracks lead south. Characters who follow
                                                
                                            
                                                
                                                     released it, but all other creatures on the battlefield are fair game. It would sooner eat a goblin than anything else, given how badly the goblins have treated the bears. The goblins run away from a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    ! Grizzlegut, where are you? A pox on you, you mangy cat!” Through the darkness comes a crone wearing a pointed black hat and a burlap gown stained with soot.
 Characters can try to hide from the witch
                                                
                                            
                                                
                                                     puppet. 6 A spring-loaded set of wooden teeth with fangs, all painted white. The teeth gnash and chatter for 1 minute when the spring is wound tight (requiring an action) and released.  Broom of Animated
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane. Astral Dreadnought
 Gargantuan Monstrosity (Titan), Unaligned
 Armor Class 20 (natural armor
                                                
                                            
                                                
                                                     wearing and carrying, appears in an unoccupied space on the floor of the Demiplanar Donjon.
 Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) force damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     demiplane vanishes, and the contents are released into the Astral Plane. Astral Dreadnought Gargantuan Monstrosity (Titan), Unaligned
 Armor Class 20 (natural armor)
 Hit Points 297 (17d20 + 119)
 Speed 15
                                                
                                            
                                                
                                                     condition, the dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the Demiplanar Donjon.
 Claw. Melee Weapon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    , Sharlasta Stormsword (LE female Illuskan human bandit captain). After cooling her heels in prison, Stormsword is visited by Lord Dagult Neverember, who strikes a deal with her. When she is released from
                                                
                                            
                                                
                                                     eyepatch-wearing captain has an imp that perches on his shoulder and wreaks havoc with his moral compass. Drashk also has permission to negotiate trade deals with the storm giant king on behalf of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . The attached outer structures (areas 19a through 19d) have 10-foot-high walls and 20-foot-high domed roofs. All outer doors are held shut with arcane lock spells that only drow wearing the obsidian
                                                
                                            
                                                
                                                     structure has an arcane lock spell cast on it that only drow wearing the obsidian insignia scarabs of House Freth can ignore. This chamber contains stone shelves lined with provisions for the guards of
                                                
                                            
                                        





