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                        Returning 35 results for 'continues with ring'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     suffers damage, they only suffer half of that damage and you take the rest. This effect continues until you end it as a bonus action or until you or the other creature removes their ring. This effect isn’t limited by range. A creature cannot be attuned to more than one ring of shared suffering.
                                                
                                            
                                                
                                                    These rings come in linked pairs. If you possess the Mark of Sentinel, you can use a bonus action to form a link to the creature attuned to the other ring; from then on, whenever that creature
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    Fey Ancestry. Kasimir has advantage on saving throws against being charmed, and magic can't put Kasimir to sleep.
Treasure. Kasimir wears a ring of warmth
Spellcasting. Kasimir is a 9th-level
                                                
                                            
                                                
                                                     strong that he adopted the name of the Vistana who welcomed him into his clan, a man named Velikov. Although Velikov passed away more than a century ago, Kasimir continues to live among Velikov's
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     to the other ring; from then on, whenever that creature suffers damage, they only suffer half of that damage and you take the rest. This effect continues until you end it as a bonus action or until
                                                
                                            
                                                
                                                    Rings of Shared Suffering Ring, uncommon (requires attunement) These rings come in linked pairs. It you possess the Mark of Sentinel, you can use a bonus action to form a link to the creature attuned
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     Wizards of Thay also won’t pass up a chance to take the ring by force. With or without the ring, Artus Cimber continues to await Mezro’s return while searching for the means to reach or summon the
                                                
                                            
                                                
                                                    Artus and the Ring of Winter Artus Cimber is unwilling to part with Ring of Winter. He is justifiably concerned that the ring would dominate and control any other owner. Furthermore, Artus would
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     a moment, perhaps I can make you a better offer?”
 If the characters refuse to hear her deal, Vidorant attacks them. If they agree to listen to her deal, she continues speaking:  “I could try to
                                                
                                            
                                                
                                                    ? It would head off a lot of trouble. In exchange, I’ll give you this.” She pulls a delicate ring from her finger. “It’s worth more to you than the diadem—after all, it’s part of how I’ve become such a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     revealing Prince Kirina’s plot. He rewards them with two of his family’s treasures, an adamantine chain shirt and a ring of warmth emblazoned with the sunburst symbol of Anisa—Simbon says the ring carries
                                                
                                            
                                                
                                                     beyond. If Kirina and Kedjou’s plot isn’t revealed, Kirina’s rise in influence continues. Knowing the depths of his rival’s treachery, Prince Simbon might request the characters’ aid in exposing the rival prince’s future plots.
                                                
                                            
                                        
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
                                                
                                            
                                                
                                                     ward off diseases if they are worn.
Don’t stand inside a ring of stones, mushrooms, or any other kind of circle.
Seeing a shooting star before a battle is bad luck. To ward it off, you must
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     offer. This process continues until the characters comply or none are left. Those who agree to the beholder’s terms are permitted to leave with their lives. If the characters give Xanathar the stone, it
                                                
                                            
                                                
                                                     majordomo, Ahmaergo, to keep an eye on them. If Xanathar is reduced to half its maximum hit points, or if it believes its life to be in mortal danger, it activates its ring of invisibility and howls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    -ring — stands to the east. By the stone door, a couple well-used cloaks and a waterskin are on the floor.
 The waterskin is half full of water. The cloaks are quite plain. They belong to Believers who
                                                
                                            
                                                
                                                     coffer is a heap of damp sand from which the ends of torches protrude.
 Beyond the wooden door, the tunnel continues ten feet before opening into the quarry behind Albaeri Mellikho’s house. The damp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    T3. Cage Trap If the party continues east along the tunnel past area T2, they walk into a trap. Read the following text only if a character examines the ceiling: The ceiling consists of square stone
                                                
                                            
                                                
                                                     continues down the passage.
 Ten iron cages are suspended from chains over the hallway, and the “panels” are the cage bottoms. The true ceiling is 25 feet high, and each cage hangs from 5 feet of heavy
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     that he adopted the name of the Vistana who welcomed him into his clan, a man named Velikov. Although Velikov passed away more than a century ago, Kasimir continues to live among Velikov’s descendants
                                                
                                            
                                                
                                                     of 60 feet. Kasimir has the Fey Ancestry feature, which means he has advantage on saving throws against being charmed, and magic can’t put him to sleep. Kasimir wears a ring of warmth and carries a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , on the south side, is a 12-foot-high arched double door made of carved stone. A rope hanging next to the door rings a bell when tugged. If the characters knock or ring before entering, Wyllow’s
                                                
                                            
                                                
                                                     northwest corner curls up 10 feet to area 6e and continues up another 10 feet to area 6h.
 6d. Hall of the Forest Kingdom A flight of stairs connects this room to the lower floor. The room is empty except
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     good point to have Thunderwing remember being subjected to an experiment like one described in Xanthoria. L5. Faerie Ring In the center of this oval cave stands a ring of brightly colored mushrooms
                                                
                                            
                                                
                                                     ranging from three to eight feet tall. The air smells heavily of mildew.
 The mushroom ring in the center of the room is a fey crossing. It was through this gateway that Thunderwing and Bunny Blossom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     tents, each ten feet in diameter, are pitched outside a ring of four barrel-topped wagons. A much larger tent stands near the shore of the lake, its sagging form lit from within. Near this tent, eight
                                                
                                            
                                                
                                                     unbridled horses drink from the river.
 The mournful strains of an accordion clash with the singing of several brightly clad figures around bonfire. A footpath continues beyond this encampment
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     through the arteries and veins of a living creature. The binding struts force the elemental into a ring shape and give every elemental vessel its distinctive appearance. From there, the elemental
                                                
                                            
                                                
                                                     continues to flow along the matrix through the hull, appearing as jagged, snaking lines of living energy that pulse and shift. These conduits of elemental energy take on an appearance associated with the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     of kazoos ring out as you draw near the Rose Stage on Silverquill College’s campus. On the main stage, several students playact histrionically. One wears a flamboyant noble’s costume, another wears a
                                                
                                            
                                                
                                                     (lawful neutral human first-year student; see the “Fellow Students” section). The festival’s improvised play continues until all volunteer performers have exhausted their prompts. More frequently
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    ; reduce the amount of time proportionately if other party members help. The relic is a ring of hardened magma sized for a fire giant’s finger. When a creature attunes to the ring, it magically shrinks to
                                                
                                            
                                                
                                                     fit that creature’s index finger, and warm orange light spills from minuscule cracks that form on its outer surface. The ring has 6 charges left. While attuned to the ring, a creature can expend 1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     adventurers. You can make Auril even tougher by having her use a lair action to teleport to the rooftop (area G9), where her roc can fight alongside her. A fight against Auril continues until the characters
                                                
                                            
                                                
                                                     with a successful DC 15 Dexterity check; inside the chest are 320 gp, a gold ring with a black pearl set into a fixture shaped like a whirlpool (750 gp), and a spell scroll of mass cure wounds G10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     staircase come to a door 100 feet above the prison roof. The staircase continues beyond this door to the tower’s higher levels. The door opens into a room filled with wooden bunkbeds. Areas to the north
                                                
                                            
                                                
                                                     keeps a ring with seven tiny keys hanging from it in one pocket. One key unlocks the warden’s chest (see “Treasure” below); the others unlock the desk drawer and the cabinets in the warden’s office (area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     and leaves only five feet between it and the surrounding walls.
 The ceiling here is 20 feet high. The fire is a ring-shaped wall of fire spell made permanent (until dispelled) by Vanifer. A creature
                                                
                                            
                                                
                                                     that ends its turn in this room but outside the ring takes 5d8 fire damage. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. Vanifer can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     what lies beyond. The door of the Dran & Courtier is neither locked nor trapped — though the building emanates strange sounds, shakes as though it’s falling apart, and continues to radiate a strange
                                                
                                            
                                                
                                                     into a bedroom triggers a new stage. Each of these four guest rooms is presently empty, but a search of the rooms and a successful DC 14 Wisdom (Perception) check locates a silver ring under a carpet
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     smaller. A ledge along the river continues east to a door on the north wall, and the rushing river separates you from a ledge on the southern side.
 A large, strange-looking stalagmite stands in the middle
                                                
                                            
                                                
                                                    , the roper isn’t picky.
 Treasure. Cutting open the roper’s stony gizzard reveals a ring of spell storing and six gemstones: a ruby worth 1,000 gp, two emeralds worth 400 gp each, and three
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Cherryport in area K3, who investigates. Sidra wears a teleporter ring (see “Teleporter Rings”). Treasure. Silverware on the table is worth 100 gp. K3. Kitchen Mouthwatering scents fill this room
                                                
                                            
                                                
                                                     teleporter ring (see “Teleporter Rings”). Treasure. A cupboard holds a dozen jars of herbs and spices. Among them is a flask labeled “Assassin’s Blood,” which contains six doses of the poison. K4. Musty
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it’s made of ivory. The item reverts to its true appearance when no one is
                                                
                                            
                                                
                                                    . (Other items already attuned to the bearer remain so until their attunement ends.) 11 Repulsive. The bearer feels a sense of distaste when in contact with the item, and continues to sense discomfort while
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     above are spread across the floor. An underground passage is blocked to the south, but it continues into darkness to the north. Two pairs of human-sized boot prints, easily spotted in the dust, head
                                                
                                            
                                                
                                                     rats arrive and attack 1 round later. All the rats are dyed a bright green from trap C in area 3. Treasure. When the final rat dies, it coughs up a humanoid finger bearing a platinum ring worth 20 gp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     for 10 minutes, after which it automatically refills with frigid water. Vault. The three concentric, gilded rings at the bottom of the pool are the locking mechanisms for a hidden safe. Each ring is
                                                
                                            
                                                
                                                     flat and set in a shallow groove, such that it can be rotated. Once the water in the pool is drained, tiny Elvish runes representing the letters A through Z magically appear on the surface of each ring
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     that of the corridor. No phosphorescent fungus grows in the rift. The corridor continues past the rift, though the opening of the rift has caused it to shift 10 feet to the west. A number of two-foot
                                                
                                            
                                                
                                                     surface with the children of Gulthias continues.”
 What did you do to the other adventurers? “They were the first supplicants. The Gulthias Tree has accepted them, and they are mine to control, just like
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    . Another four-armed gargoyle animates whenever another such door is opened. This process continues for as long as any gargoyles remain in the alcoves. The gargoyles don’t leave the room. Pillars of
                                                
                                            
                                                
                                                     process continues until eight of the creatures have manifested. Pillars of Blood. If a living humanoid creature touches a pillar, the part of its body that touched the pillar becomes stuck, and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    . A rope tied round the boulder passes through an iron ring on the central pillar and through another near the kobolds’ chambers. If the kobolds hear an ore cart rumbling down the tracks, four of them
                                                
                                            
                                                
                                                    . The cart continues down the track unhindered.
 3–5. The cart derails into area 11. Each creature in the cart is thrown out, lands prone, and must succeed on a DC 12 Dexterity saving throw or take 5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     table, two stools, torches, and a ring of keys that open four of the five cell doors. The cells, from left to right, have the following occupants: First Cell. A human merchant (noble), taken prisoner
                                                
                                            
                                                
                                                     skeletal creatures lying on the floor, each one wearing a shiny ring set with a large gemstone. The lock on the door can be opened by a character who succeeds on a DC 10 Dexterity check while using
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     their place on the altar. The ritual continues for 3 rounds or until all cultists have been dispatched. A Silence spell that envelops all the cultists also stops the ritual. If one or more cultists are
                                                
                                            
                                                
                                                     defeated here or elsewhere on this level, the cultists chain one unlucky character to the altar and lock the remaining characters in the cages. The cultists then ring the gong. Altar. Two sets of iron
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    ). In addition to his weapons, Izek carries an iron ring of keys that unlock the stocks in the town square (area N8). If the characters get on his bad side, the baron accuses them of being “spies of the
                                                
                                            
                                                
                                                     Gallery If the characters arrive here from the entrance hall (area N3a), read: The staircase climbs twenty feet to a beautifully appointed gallery that continues toward the west, running almost the length
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     is forced open, one of the sahuagin immediately moves toward the west wall to ring the gong, while the remaining guards defend the entrance. If this creature is slain or otherwise prevented from
                                                
                                            
                                                
                                                     ringing the gong, no other defender takes its place. A sahuagin can use its action to ring the gong. If the gong is rung three times, the sahuagin in areas 2 and 12 recognize the alert signal and rush to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     the old clerics and monks were buried quite modestly, but one skeleton in the north wall wears a silver ring set with small rubies (600 gp) and a ring of fire resistance. M21. Hall of Thirsting Stone
                                                
                                            
                                                
                                                     localized cave-in partially obstructs this disused mine tunnel. A heap of rubble stands six feet high and blocks a ten-foot long section of the passage, but the tunnel definitely continues past the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     ring, and a fez. The creature has the head and tawny fur of a fox.
 Nebukath the arcanaloth sees to the hold’s administrative tasks. Nebukath is initially indifferent toward the characters and
                                                
                                            
                                                
                                                     that to a collector of planar antiquities. Nebukath wears a ring of telekinesis and a platinum brooch set with tourmaline (1,000 gp). B24: Nebukath’s Chamber In this room, a bookshelf and armchair
                                                
                                            
                                        





