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                        Returning 31 results for 'continual which remains'.
                    
                
                        
                            
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                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    ’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume its ancient campaigns of conquest
                                                
                                            
                                                
                                                     plant life.
Empowered Fire Giants. Fire giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
If the scion dies, existing ore remains, but new veins of ore stop forming. The
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     cradle is destroyed, the scion of Surtur inside it awakens. Standing 60 feet tall, the scion’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of
                                                
                                            
                                                
                                                     rolls.
If the scion dies, existing ore remains, but new veins of ore stop forming. The other effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     long metal table fills the center of this meeting room. Skeletal remains of three escaped prisoners are slumped on the table. The remains rise as three skeletons that attack anyone who enters the room
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     wooden chairs around it.
 Light. Suspended above the table are two lanterns with continual flame spells cast on them.
 Tapestry. An old, threadbare tapestry spanning the north wall depicts seven
                                                
                                            
                                                
                                                     smoke that coalesces into an efreeti and attacks all creatures in the room. The efreeti remains in the room thereafter, until set free by Halaster.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    34. Transmutation Classroom Light. The 20-foot-high room is lit by continual flame spells cast on wall sconces spaced 15 feet apart. The flames shift color every minute.
 Circle. Inscribed inside a
                                                
                                            
                                                
                                                     doesn’t end until the circle is broken or until the target is removed from inside it. A creature under the effect of a transmutation spell is physically trapped in the circle and can’t leave on its own while the spell remains in effect.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     exploding out of a spellbook and changing a wizard into a gibbering mouther. 11b. Master of the Unseen Flickering torchlight created by continual flame spells spills out of this room into the hall. The 15
                                                
                                            
                                                
                                                    -foot-high vaulted chamber contains the following: Light. Freestanding iron torch sconces in the four corners of the room have continual flame spells cast upon them.
 Midna. Midna Tauberth (NE female
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     first character a reroll. After 1 minute, the lever resets with an audible clunk. The gullet remains open until the lever resets. Magic has no effect on the gullet or the darkness within. Pulling the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     lanthorns have continual flame spells cast on them. The black slate slab once served as a chalkboard and has a few chalk marks on it. Vilnius and Quasit Hiding behind the lectern is Vilnius (NE male
                                                
                                            
                                                
                                                     exploring more of the Amber Temple. He knows the following information about the place: The temple is a haven for forbidden knowledge. Flameskulls—constructs made from the remains of dead wizards
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    13. Crypt of Diderius 
 Varram
 Diderius’s final resting place is a 20-foot-high chamber lit by braziers imbued with continual flame. A massive stone sarcophagus sits atop a stepped stone dais at
                                                
                                            
                                                
                                                     unusual because he casts wizard spells. He uses his 18 Intelligence as his spellcasting ability (his Wisdom remains 18) and has the following wizard spells prepared: Cantrips (at will): minor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    13. Crypt of Diderius Diderius’s final resting place is a 20-foot-high chamber lit by braziers imbued with continual flame. A massive stone sarcophagus sits atop a stepped stone dais at center. The
                                                
                                            
                                                
                                                     unusual because he casts wizard spells. He uses his 18 Intelligence as his spellcasting ability (his Wisdom remains 18) and, rather than those a mummy lord usually possesses, he has the following wizard
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     circular seal above the doors remains in place. (Spells that would transport the rakshasa away from the area simply fail.) Arcturia trapped the rakshasa here years ago and draws blood from the fiend to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     Suckling Boar. A young boar with silvered tusks vows to slay the werewolf who murdered his parents. He carries his parents’ remains (a string of sausages) around in a basket. 3 Only Fools Knock Twice
                                                
                                            
                                                
                                                     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->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     ten feet below. The pile of rubble covers the smashed remains of a chair.
 Archais, the wizard of the old Firewatch Island garrison, once resided in this chamber. It was he who first gave the warning
                                                
                                            
                                                
                                                     weighted hempen rope, a small metal baton the size of a torch with continual flame cast on it, a small metal container holding six pressure capsules (see appendix B). The compartment also contains a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     bronze lantern hanging above the table has a continual flame spell cast within it. Treasure Among Sansuri’s collection of books are four historical texts chronicling the rise and fall of Ostoria (worth 500
                                                
                                            
                                                
                                                    : arcane lock, continual flame, gust of wind, invisibility, knock, mirror image
 3rd level: dispel magic, glyph of warding, haste, hypnotic pattern, lightning bolt, sending
 4th level: fabricate, ice
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     saving throw. A chest remains open for 1 minute, then closes. An anemone chest has AC 5 and 20 hit points.
 Ceilings. The stronghold has slick, rough-hewn walls that don’t offer a lot of handholds, so
                                                
                                            
                                                
                                                     contents.
 Illumination. All interior spaces are dimly lit. Air-filled chambers have wall sconces with continual flame spells cast on them or oval windows of transparent crystal that allow light
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     and fears the Second Wind might accidentally smash it to flinders or rip it off its moorings. For this reason, he orders Flinch to deploy a jolly boat while the Second Wind remains 100 feet away, its
                                                
                                            
                                                
                                                     end of the dock, two gray, shark-like creatures fight over the remains of a pelican.
 A woman with frayed robes and bare feet sits in a rocking chair at the base of the tower watching the fracas, her
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    . The bodies are the boiled remains of svirfneblin that lived in area N5. N3. Oubliette Gore spatters the floor and walls of this windy cave, and the floor is strewn with dismembered humanoid corpses. A
                                                
                                            
                                                
                                                     windy cyclone moves among the remains. A shaft in the ceiling leads up farther than you can see.
 The shaft leads to area A18 in the Temple of Howling Hatred. An air elemental is bound to this area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     high. Doors. All doors are made of rusty iron. They are unlocked and open easily, though noisily. Lighting. Areas E1 and area E2 are brightly lit by continual flame spells cast on wall sconces. In
                                                
                                            
                                                
                                                     repeatedly tries to pick up a sword from the remains on the floor, failing every time. She doesn’t notice the characters until she’s addressed directly, at which point she shares the following information
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     forced open with a successful DC 20 Strength (Athletics) check.
 Illumination. Areas within the cathedral are brightly lit by continual flame spells cast on wall sconces.
 Walls. Climbing the
                                                
                                            
                                                
                                                     remains consecrated to Torm. A creature that touches the altar and succeeds on a DC 15 Charisma (Religion) check regains all its hit points. This check can be attempted only once for any creature. Though
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     equipment remains. The ropes and nets are salvageable, as are the contents of the barrels. Barrels. The characters must use a crowbar or similar tool to pry open a frozen barrel. The first barrel
                                                
                                            
                                                
                                                     inside this cabin; in fact, no one has been here since the crew abandoned ship. The corpse is all that remains of Captain Rudolph Bluemoon, who stayed behind to watch over the ship and his ill-gotten
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     sit askew in this chamber, their lids chewed through and tossed aside. Near them lie the bubbling remains of a giant rat. Piled in the southwest corner of the room is a mound of rubble.
 This burial
                                                
                                            
                                                
                                                     approaches the mound or remains in this room for longer than 1 minute, the ankheg erupts from the floor and attacks, eager for its next meal. Treasure. The mound obscures a narrow dead-end tunnel in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     reveals that each one contains what appears to be a 10-foot cube of ice. One of the cubes has a humanoid skeleton—the remains of High Evoker Zadulus—suspended inside it. These blocks of ice are, in
                                                
                                            
                                                
                                                    , which is free of mist. Chamber of Illusion. The tower’s uppermost chamber is 30 feet square and lit by purple continual flame spells in wall sconces. An inscription written on the walls in Draconic reads
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     lantern with a continual flame spell cast on it hangs above the bed.
 Maleen and Tendra have come from Shadowdusk Hold (level 22) on the orders of Halaster Blackcloak. Under the guise of seeking an
                                                
                                            
                                                
                                                     unoccupied space within 60 feet of him, acts as his ally, and can’t summon other demons. The summoned demon remains until Drivvin dismisses it as an action or until the demon is reduced to 0 hit points
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     have caved in, and the space that remains is filled with piles of junk and well-worn adventuring gear. The shop’s proprietor is an oni disguised as an old hobgoblin named Kinrob. If a character is
                                                
                                            
                                                
                                                    . Preeta Kreepa Dug out of a mostly collapsed section of Stromkuhldur is a stone hovel in a cave lit by continual flame spells cast in several old cauldrons lying among the rubble. The door to the hovel is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     the room. The beholder zombie is all that remains of a beholder that arose from the Underdark to challenge Xanathar’s supremacy. After defeating its rival, Xanathar had the corpse animated and
                                                
                                            
                                                
                                                     ornate but inanimate suit of armor on display. It remains inert until it takes damage or is summoned to area X6 by Xanathar. (The beholder uses it to keep the spectators in the arena from getting too rowdy
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     above the doors indicate the owners’ former professions: tailor, jeweler, smith, baker. All that remains of these places now are small, rubble-strewn rooms.
 A cloaker that hunts in the old Tyar
                                                
                                            
                                                
                                                     statue of Moradin is made of solid granite except for its eyes and the panels of the lantern, which are fashioned from quartz. A continual flame spell cast within the lantern’s hollow interior
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     other exits. Flaming Skulls. Most of the skulls are ordinary skulls with continual flame spells cast on them. However, four of the skulls are actually flameskulls. They attack if the prisoners in area W6
                                                
                                            
                                                
                                                     fearless in battle. If Vanifer is defeated, she turns to smoke with a mournful scream and dissipates. Tinderstrike falls to the ground, and the portal remains. Encounter with Imix This encounter features
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     last-ditch defense of the tribe’s home. When the mouth of Grolantor has slaughtered and eaten its fill of the tribe’s enemies, it passes out amid the gory remains of its victims, making it easy to
                                                
                                            
                                                
                                                     rivers and streams to fill or overflow their banks; snow, dust, or sand form deep drifts or dunes. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     mephits and elementals emerge with regularity. 4 Motes of continual flame are spontaneously generated in this region, typically attached to some vegetation or minerals from the area. These flames
                                                
                                            
                                                
                                                     area and the damage might both increase. 4 Devils, demons, and angels duel in the remains of a ruined fortress that serves as a portal to Shavarath.  Syrania, the Azure Sky Crystal spires float in a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     lock for 10 minutes, lowering the DCs by 10 during that time. The mechanical lock remains intact if the magical lock is bypassed, requiring another knock spell or the use of the key. The key, which
                                                
                                            
                                                
                                                     sarcophagus resembles a dragon’s head. Rusting iron clasps firmly lock down the lid.
 Torch. The greenish fire is a continual flame spell. Sarcophagus. Six rusted iron latches hold down the sarcophagus lid
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     inside it awakens. Standing 60 feet tall, the scion’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume
                                                
                                            
                                                
                                                    , existing ore remains, but new veins of ore stop forming. The other effects end immediately. Frost Scion Warren Mahy  A slumbering scion of Thrym encased in its cradle is functionally identical to a
                                                
                                            
                                        





