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Returning 35 results for 'continuously wearing repair'.
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continuously wearing regain
continuously wearing remain
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continuously wearing repaired
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, increasing its speed by 30 feet until initiative count 20 on the next round.
Repair. The vessel regains 22 (4d10);{"diceNotation":"4d10","rollType":"heal","rollAction":"Repair"} hit points.
Regional
, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksTeleport. The merrenoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dead. The corpse flower swallows one unsecured Humanoid corpse within 10 feet of it, along with any equipment the corpse is wearing or carrying.A corpse flower can sprout atop the grave of an evil
of the earth and begins scavenging Humanoid corpses from battlefields and graveyards. Using its fibrous tentacles, it stuffs the remains into its body to sustain and repair itself. The plant has a
Magic Items
The Book of Many Things
This black studded leather armor bears a red sheen. While wearing this armor, you can use a bonus action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The
, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and
Monsters
Spelljammer: Adventures in Space
elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are
an enormous radiant sun named Xaryxis.
Starlight Step (2/Day). The elf magically teleports up to 30 feet, along with anything it is wearing or carrying, to an unoccupied space it can see.
Monsters
Spelljammer: Adventures in Space
crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are thousands (in
sun named Xaryxis.
Starlight Step (3/Day). The elf magically teleports up to 30 feet, along with anything it is wearing or carrying, to an unoccupied space it can see.
Summon Solar Dragon (1/Day
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
returning to his grave. His words bring tears as well as cheers.
A local carpenter named Lewth Fulchre (the father of local rabblerouser Ebbin Fulchre) offers to repair Frody’s coffin, which shouldn’t
Frody is returned to the earth, Toadhop’s residents stand around his grave wearing straw hats—a local custom, you reckon—to sing a somber hymn. A little girl lays a tiny flower on the dead bard’s grave
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
returning to his grave. His words bring tears as well as cheers.
A local carpenter named Lewth Fulchre (the father of local rabblerouser Ebbin Fulchre) offers to repair Frody’s coffin, which shouldn’t
Frody is returned to the earth, Toadhop’s residents stand around his grave wearing straw hats—a local custom, you reckon—to sing a somber hymn. A little girl lays a tiny flower on the dead bard’s grave
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Most of their armor and weapons are damaged beyond repair.
Falkir Gravelfist and his band perished at the foot of a mirror gate that would have been their salvation — had they a magic wand to activate
wearing the helm gains the following flaw until the helm is removed: “I’m exceedingly stubborn and think I’m right all the time.” (This flaw supersedes any conflicting flaw.) Before he died, Falkir
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Most of their armor and weapons are damaged beyond repair.
Falkir Gravelfist and his band perished at the foot of a mirror gate that would have been their salvation — had they a magic wand to activate
wearing the helm gains the following flaw until the helm is removed: “I’m exceedingly stubborn and think I’m right all the time.” (This flaw supersedes any conflicting flaw.) Before he died, Falkir
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
remains into its body to sustain and repair itself. The plant has a malevolent bent and despises the living. With or without corpses nested in its body, a corpse flower exudes a stench of decay that
corpse is wearing or carrying.
Bonus Actions
Digest. The corpse flower digests one corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested corpse remains. Any
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
into its body and feeds on carrion to repair itself. The plant has a malevolent bent and despises the living. Horrible Odor. With or without humanoid corpses nested in its body, a corpse flower exudes
, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
remains into its body to sustain and repair itself. The plant has a malevolent bent and despises the living. With or without corpses nested in its body, a corpse flower exudes a stench of decay that
corpse is wearing or carrying.
Bonus Actions
Digest. The corpse flower digests one corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested corpse remains. Any
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, increasing its speed by 30 feet until initiative count 20 on the next round. Repair. The vessel regains 22 (4d10) hit points. Regional Effects A merrenoloth imbues its vessel with magic that creates one or
water
Bonus Actions
Teleport. The merrenoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
into its body and feeds on carrion to repair itself. The plant has a malevolent bent and despises the living. Horrible Odor. With or without humanoid corpses nested in its body, a corpse flower exudes
, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, increasing its speed by 30 feet until initiative count 20 on the next round. Repair. The vessel regains 22 (4d10) hit points. Regional Effects A merrenoloth imbues its vessel with magic that creates one or
water
Bonus Actions
Teleport. The merrenoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
in which the characters come after him, Splugoth points his airship at the ground, where it crashes in 2 rounds. During that time, he drinks a potion of invisibility and jumps overboard wearing a
, and is beyond repair. By the same token, the characters need to repair their borrowed battle balloon. A few hours’ work (including salvaging parts from the Six’s airship if applicable) makes the Acq
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
in which the characters come after him, Splugoth points his airship at the ground, where it crashes in 2 rounds. During that time, he drinks a potion of invisibility and jumps overboard wearing a
, and is beyond repair. By the same token, the characters need to repair their borrowed battle balloon. A few hours’ work (including salvaging parts from the Six’s airship if applicable) makes the Acq
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
) patrol near the tower. They ignore creatures wearing Dragon Army armor but confront anyone else on the floating island. If the tower’s guards are attacked, this patrol arrives to aid their allies in
2 rounds. Tower Guards. Four sivak draconians (see appendix B) guard the tower’s entrance. They halt anyone who tries to enter, whether wearing Dragon Army armor or not, and demand they state the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
) patrol near the tower. They ignore creatures wearing Dragon Army armor but confront anyone else on the floating island. If the tower’s guards are attacked, this patrol arrives to aid their allies in
2 rounds. Tower Guards. Four sivak draconians (see appendix B) guard the tower’s entrance. They halt anyone who tries to enter, whether wearing Dragon Army armor or not, and demand they state the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
characters are traveling, it is assumed that the characters survive with the equipment they were wearing or carrying still in their possession. The fate of any NPCs and cargo aboard the wrecked ship is
damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the ship’s hit points. Ship Repair. Repairs to a damaged ship can be made
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Tinker Shop Tinkerer. A wild-haired gnome wearing a grease-stained apron over threadbare robes (Zox Clammersham) sits atop the table, using a set of tinker’s tools to tune a Tiny music box that is
guardian to attack. Zox’s music box has no magical properties beyond its ability to play a tune. The music plays continuously but stops if the box is dropped, shaken, or otherwise handled roughly. The box
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
characters are traveling, it is assumed that the characters survive with the equipment they were wearing or carrying still in their possession. The fate of any NPCs and cargo aboard the wrecked ship is
damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the ship’s hit points. Ship Repair. Repairs to a damaged ship can be made
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Tinker Shop Tinkerer. A wild-haired gnome wearing a grease-stained apron over threadbare robes (Zox Clammersham) sits atop the table, using a set of tinker’s tools to tune a Tiny music box that is
guardian to attack. Zox’s music box has no magical properties beyond its ability to play a tune. The music plays continuously but stops if the box is dropped, shaken, or otherwise handled roughly. The box
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Laskilar (NE male Tethyrian human bandit captain wearing a cape of the mountebank) is a flamboyant, rakish pirate who’s grown tired of chasing merchant ships and hearing their captains whine and plead
tied up at this pier. Cargo is offloaded using the crane at the warehouse (area 4). The pier is covered in slick moss and perpetually in need of repair. Two small boats are kept here. One is a simple
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Laskilar (NE male Tethyrian human bandit captain wearing a cape of the mountebank) is a flamboyant, rakish pirate who’s grown tired of chasing merchant ships and hearing their captains whine and plead
tied up at this pier. Cargo is offloaded using the crane at the warehouse (area 4). The pier is covered in slick moss and perpetually in need of repair. Two small boats are kept here. One is a simple
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Once repaired, the lift continuously moves between the bunks and the mining tunnels, with a 1-minute stop at each location. Z5: Latrines The reek of waste wafts from these latrines. The walls here
touching it and expending a spell slot of 1st level or higher. Once recharged, the buckets continuously move between the forge and the mining tunnels’ storage chamber (area Z18). A character attempting to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. The other gates exist solely for the convenience of the patriars and their retinues. Any who aren’t in the presence of a patriar, wearing a patriar’s livery, or bearing a letter of proof of employment
in and out of the Gray Harbor. The hands that load and unload ships, that tally cargo and haul goods, that repair keels and mend sails, all live here. The damp clings heavily in this portion of the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Once repaired, the lift continuously moves between the bunks and the mining tunnels, with a 1-minute stop at each location. Z5: Latrines The reek of waste wafts from these latrines. The walls here
touching it and expending a spell slot of 1st level or higher. Once recharged, the buckets continuously move between the forge and the mining tunnels’ storage chamber (area Z18). A character attempting to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. The other gates exist solely for the convenience of the patriars and their retinues. Any who aren’t in the presence of a patriar, wearing a patriar’s livery, or bearing a letter of proof of employment
in and out of the Gray Harbor. The hands that load and unload ships, that tally cargo and haul goods, that repair keels and mend sails, all live here. The damp clings heavily in this portion of the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
preserved Humanoid corpse 10 Humanoid skeleton wearing +2 leather armor. The crypt is empty if this result is rolled a second time. S4: Chemosh’s Shrine In the center of the crypt, a dais bears a statue of
necromancy around the altar. The altar can be used to commune with the dead. If a corpse’s skull is placed on the altar, a creature wearing or holding a holy symbol of Chemosh can ask the skull five
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
preserved Humanoid corpse 10 Humanoid skeleton wearing +2 leather armor. The crypt is empty if this result is rolled a second time. S4: Chemosh’s Shrine In the center of the crypt, a dais bears a statue of
necromancy around the altar. The altar can be used to commune with the dead. If a corpse’s skull is placed on the altar, a creature wearing or holding a holy symbol of Chemosh can ask the skull five
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
valley that extends from the base of Kelvin’s Cairn. The characters cross paths with a group of 1d6 + 2 shield dwarf prospectors or fishers wearing cold weather clothing, goggles, and snowshoes. The
repair. Frostmaiden’s Ring. One berserker wears a magic ring made of ice on one finger. The characters notice this ring if they search the dead berserker for treasure. Inscribed on it is a tiny, six
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
valley that extends from the base of Kelvin’s Cairn. The characters cross paths with a group of 1d6 + 2 shield dwarf prospectors or fishers wearing cold weather clothing, goggles, and snowshoes. The
repair. Frostmaiden’s Ring. One berserker wears a magic ring made of ice on one finger. The characters notice this ring if they search the dead berserker for treasure. Inscribed on it is a tiny, six
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
been acting paranoid of late and refuses to leave his quarters (area Z8). Talking with Ilren. Ilren appears as a boisterous giff—a bulky individual with a head similar to that of a hippopotamus—wearing
damaged in the crash. She has been trying to repair it in the navigation room (area Z16). She is determined to escape the wreck and reunite with whatever remains of her crew, though she worries the rod
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
been acting paranoid of late and refuses to leave his quarters (area Z8). Talking with Ilren. Ilren appears as a boisterous giff—a bulky individual with a head similar to that of a hippopotamus—wearing
damaged in the crash. She has been trying to repair it in the navigation room (area Z16). She is determined to escape the wreck and reunite with whatever remains of her crew, though she worries the rod