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Returning 35 results for 'conviction release gaining to her remains'.
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Magic Items
Dungeon Master’s Guide
on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
Monsters
Tomb of Annihilation
False Appearance. While the creeper remains motionless, it is indistinguishable from an ordinary flowering vine.
Regeneration. The creeper regains 10 hit points at the start of its turn. If the
musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates.
Yellow Musk (3/Day). The creeper’s flowers release a strong musk that targets all
Monsters
Baldur’s Gate: Descent into Avernus
in an unoccupied space within 60 feet of him, acts as his ally, and can’t summon other devils. The erinyes remains for 10 minutes or until Mahadi dismisses it as an action. If the erinyes dies
prior to gaining entrance.
Mahadi presents himself as a charismatic and gracious host. He makes each guest of Infernal Rapture feel as though they’re the most important person in all the planes of
Monsters
The Book of Many Things
Euryale’s story and unwavering conviction.
These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They
martyrs’ remains until the martyrs are called back to life to oppose a world-changing foe.
2
Gather the lost shards of a dead god’s petrified body, and reunite them on the altar in the
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
have historical ties to the Wind Dukes of Aaqa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by
pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defense against the agents of
Monsters
Mythic Odysseys of Theros
cultists eagerly offered themselves up to the medusa’s petrifying gaze in hopes of gaining Pharika’s favor. Seeing herself surrounded by willing devotees, Hythonia formulated a cruel plan
worshipers dedicated to Pharika previously hoarded secrets and engaged in dark rituals.
Island of Potent Magic. Although Skathos’s location remains a mystery, stories tell of the island’s
Magic Items
Waterdeep: Dragon Heist
.)
Destroying the staff would release the spirits trapped inside it, but in that event, Khelben’s spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben&rsquo
Speak with Plants
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as
ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.
Flail Snail
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Flail Tentacles"} days. If
all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6;{"diceNotation":"5d6
Dream
Legacy
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Spells
Basic Rules (2014)
take actions or move.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The
target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.
Iron Flask
Legacy
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Magic Items
Basic Rules (2014)
throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't
age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that
Imprisonment
Legacy
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Spells
Basic Rules (2014)
other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special
version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release
Equipment
target is hooked and can’t move further away from you. A hooked creature is no longer hooked if you release the tether with both hands, but only one hand is required to keep a creature hooked. A
action to hook the target, and as a bonus action on any of your subsequent turns while it remains hooked, you can pull the creature 5 feet closer to you. If the target is an object that isn’t fixed
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about
creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about
creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about
creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about
creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Lords of Dust and the War The Lords of Dust took part in the events of the Last War whenever they saw opportunities to further their dark version of the Prophecy. It remains difficult to identify
good, or a battle averted that spared hundreds from death was ultimately the first step in an overlord’s release. (For instance, a soldier who was otherwise fated to die in the battle that was avoided
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Lords of Dust and the War The Lords of Dust took part in the events of the Last War whenever they saw opportunities to further their dark version of the Prophecy. It remains difficult to identify
good, or a battle averted that spared hundreds from death was ultimately the first step in an overlord’s release. (For instance, a soldier who was otherwise fated to die in the battle that was avoided
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, the only solution is to venture to the Outer Planes to find the person’s spirit and either release it from some prison or convince the person to return to life. 2 People who venture into the woods keep
the character’s bloodline can be unleashed. 7 A foolhardy knight carried a holy weapon on a doomed mission into the Nine Hells, and the powers of Mount Celestia want the weapon and the knight’s remains
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, the only solution is to venture to the Outer Planes to find the person’s spirit and either release it from some prison or convince the person to return to life. 2 People who venture into the woods keep
the character’s bloodline can be unleashed. 7 A foolhardy knight carried a holy weapon on a doomed mission into the Nine Hells, and the powers of Mount Celestia want the weapon and the knight’s remains
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
your conviction and, perhaps, a network of like-minded thinkers, such as the factions of Sigil (summarized below). In your travels, you explore the depths of your understanding and spread your philosophy
step with the multiverse, one must act on instinct alone. Creating Your Own Faction
In Sigil, ideologies wax and wane over time, gaining popularity and drawing like-minded philosophers from one
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
your conviction and, perhaps, a network of like-minded thinkers, such as the factions of Sigil (summarized below). In your travels, you explore the depths of your understanding and spread your philosophy
step with the multiverse, one must act on instinct alone. Creating Your Own Faction
In Sigil, ideologies wax and wane over time, gaining popularity and drawing like-minded philosophers from one
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
character who remains in the Bastion for the entirety of the production can serve as the concert’s conductor or the production’s director. Performer. A character who remains in the Bastion for the entirety
expend their Theater die to roll it and add the number rolled to one D20 Test they make, immediately after rolling the d20. If a character hasn’t expended their Theater die before gaining another, their first die is lost.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
character who remains in the Bastion for the entirety of the production can serve as the concert’s conductor or the production’s director. Performer. A character who remains in the Bastion for the entirety
expend their Theater die to roll it and add the number rolled to one D20 Test they make, immediately after rolling the d20. If a character hasn’t expended their Theater die before gaining another, their first die is lost.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, that aspect of the plot remains unknown. A huge complication in the characters’ investigation is the imminent arrival in the Styes of a pair of aboleths from the Endless Nadir. Having learned of
Sgothgah’s traitorous turn to religion, these creatures have used magic to track both Sgothgah and the juvenile kraken to their hiding place, and they are on a mission to destroy Sgothgah and release the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, that aspect of the plot remains unknown. A huge complication in the characters’ investigation is the imminent arrival in the Styes of a pair of aboleths from the Endless Nadir. Having learned of
Sgothgah’s traitorous turn to religion, these creatures have used magic to track both Sgothgah and the juvenile kraken to their hiding place, and they are on a mission to destroy Sgothgah and release the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tables (see chapter 3), retrieve the giants’ remains from the deep, and inter them in the Ashen Grotto (in this chapter). Distant Thunder The lightning archives hold the key to gaining control of the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the Material Plane are extinguished, and all hope has faded away. All that remains is the eternally static realm of the living dead. Orcus is the universe’s staunchest advocate of stagnation. He sees
that mortals must suffer and die at the whims of these entities. In Orcus, they see the promise of release from pain without the demand of obedience. In the state of undeath that Orcus offers, they will
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Fortune (area X6). 91–00 Xanathar is contemplating its mortality in the crypt, amid the remains of past Xanathars (area X33). If the characters attack the beholder, it destroys one character and
character makes. On a failure, Xanathar demands that the character release Sylgar at once or be disintegrated (and makes good on its threat).
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Disrupting Manshoon’s Operation Characters can hinder Manshoon in the following ways. Release the Barlgura If the characters free the barlgura demon in area K15 and allow it to roam Kolat Towers
assist as needed. If the characters deactivated the force field, the siege is brief and Manshoon’s forces are routed. If the force field remains in place, the Watchful Order can deactivate it. When all