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Returning 35 results for 'covers wearing reveals'.
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Magic Items
Dungeon Master’s Guide
One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying
covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours.
This sticky, black unguent is thick and heavy, but it flows quickly when poured.
Magic Items
Dungeon Master’s Guide
and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space
until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you.
Ruin. All forms of wealth that you carry or own, other than
Monsters
Candlekeep Mysteries
":"damage","rollAction":"Claws","rollDamageType":"piercing"} slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look
Monsters
Mordenkainen Presents: Monsters of the Multiverse
equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Twisting Words. Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21
acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titivilus has begun recruiting outsiders to deal with problem
Monsters
The Book of Many Things
presence reveals a glimpse of its otherworldly nature to a creature it can see within 30 feet of itself. The target must succeed on a DC 22 Wisdom saving throw or have the paralyzed condition until
equipment it is wearing or carrying, up to 40 feet to an unoccupied space that it can see.
Stab (Costs 2 Actions). The veiled presence makes one Blade of Judgment attack.
Searing Radiance (Costs 3
Magic Items
Tyranny of Dragons
. Below the five masks, a new mask shapes itself, granting the wearer a draconic visage that covers the face, neck, and shoulders.
While you are attuned to and wear this mask, you can have any of the
face and head of a wearer attuned to it. While you are wearing the mask and attuned to it, you gain the following benefits.
Damage Absorption. You have resistance against acid, cold, fire, lightning
Oil of Slipperiness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying
.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Green Hag
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
);{"diceNotation":"2d8+4","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a
Green Hag (Coven Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look
Sea Hag
Legacy
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Monsters
Basic Rules (2014)
the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.
Illusory Appearance. The hag covers herself and anything she is wearing or
Sea Hag (Coven Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit
image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until
ability to cast the wish spell 1d3 times.
Rogue. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Oil of Slipperiness Potion, Uncommon One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size
as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of
movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Oil of Slipperiness Potion, Uncommon One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size
as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of
movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Magic Items
Lost Laboratory of Kwalish
effect.
Donjon. You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the
identity of your new enemy isn’t known until the NPC or someone else reveals it. Any enchantment spell cast on the NPC at 6th level or higher can end the NPC’s hostility toward you.
Ruin
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Where’s Halaster? This room is empty except for an enormous red velvet curtain that covers the northwest wall. A pull-rope on one side of the curtain allows it to be drawn back. Hanging on the
the older paintings show the students as skeletons — signifying which graduating students have died. Careful examination reveals that Halaster appears in every class picture except the center portrait
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
decorated with six framed portraits of a fat, smiling wizard clutching a wand. A thick, brown, wall-to-wall carpet covers the floor.
Game. In the southwest corner, two wooden thrones face an impressive
Dragonchess set on a table.
Bed. A large four-poster bed stands against the west wall between two crystal-barred windows. A hefty figure sleeps under the covers, snoring loudly.
The snoring lump
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-size statue of a dwarf in plate armor, wearing a bucket helm and standing at attention atop a block of stone that measures 3 feet on a side.
Secret Door. Set into the north wall is a secret door that
Door and Trap. A secret door in the east wall opens into area 40c. The 10-foot-square space in front of the secret door contains a polymorph trap (see “Polymorph Traps”).
A detect magic spell reveals
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Book Description The book is a heavy tome with covers of white marble bound in pale blue leather. A large padlock prevents the book from being opened and resists all attempts to open it with magic
breeze whenever a page is turned. Most important, when the book is first opened, it reveals the creature trapped inside it: a djinni named Gazre-Azam. The first ten pages of the book contain various notes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spell or similar magic reveals its magical properties. A creature with the skull in its possession is invisible to mind flayers, as is anything the creature is wearing or carrying. The skull crumbles to dust and is destroyed 1d10 days after leaving the statue’s grasp.
door that opens into area 5d.
The statue holds five gold-painted stone coins in its outstretched hand. Close inspection reveals that one of the coins is loose and can be removed from the statue’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
reveals itself to be of exceptional quality. Except for minor damage to the corners, its olive-green covers are in perfect condition. Sewn into the binding with silk threads are sacred texts and medical
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
corner. Closer inspection reveals that the object is a cast-iron mold for smelting metal ingots. The hinged covers form the top and bottom halves of an ingot mold last used by duergar long ago. One side
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
3. Trapped Hall This area was part of Tresendar Manor’s original cellars. The Redbrands dug out the dirt beneath the stone floor, creating a hidden pit trap. Thick dust covers the flagstones of this
100 or more pounds of weight. A character searching the hall for traps can spot the covered pit with a successful DC 15 Wisdom (Perception) check. A successful check also reveals narrow ledges on the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
similar effect reveals an aura of divination over the water. When any character gazes into the font, read: As the water begins to swirl, eerie light emanates from within the basin. Slowly, an image resolves
characters gazing into the pool is wearing an amulet of the black skull (see appendix C and area 28), the tomb guardian becomes aware of the party’s scrying after 1 minute. When that happens, read
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spell or similar magic reveals the way to activate the gate, its destination, and the fact that it’s one-way only. Any creature that steps through this gate appears, along with any objects it is wearing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature uses a finger or a staff to trace Halaster’s rune on the surface of either of the standing stones, a gate forms between them and lasts for 1 minute. A legend lore spell or similar magic reveals
the way to activate the gate, its destination, and the fact that it’s one-way only. Any creature that steps through this gate appears, along with any objects it is wearing or carrying, in Icewind
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
adorn the adjacent walls.
To unlock sarcophagus, the characters must perform a simple ritual at the shrine while wearing the frog masks. The wall frescoes reveal what must be done. Advice from the
tentacles to help the Omuan people knock down a mighty statue. In the foreground, an old woman wearing a frog mask tosses five coins from her hand as though sowing seeds.
Fresco 2. This fresco shows a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in an alcove at the south end of the hall is a life-size statue of a female cloud giant wearing an angry mask, her arms positioned in a way that suggests she’s casting a spell. The statue is inanimate
and harmless. 10A. Giant Sack This room contains a pair of sculpted stone couches that double as beds. Frost covers everything. Treasure. Characters who search this room find a stitched leather sack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(Insight) check reveals that the statues once depicted drow. 29b. Wraith This Way This room is deathly cold and contains the following: Undead. A wraith and three specters haunt the room. They attack all
corpse wears a chain shirt, clutches a shortsword, and packs a hand crossbow with 1d20 bolts. Painting Trap. A detect magic spell reveals an aura of necromancy magic around the painting. If anyone
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
wearing or carrying metal items that enters the room or starts its turn there can feel the pull of the statue and must succeed on a DC 10 Strength (Athletics) check to resist it. On a failed check, the
creature loses its footing, flies across the chamber, and slams into the statue, taking 1d6 bludgeoning damage for every 10 feet it moved. If the character is wearing metal armor, the check is made with
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
into the room, they immediately hear a surprised squeal and a splash. The room is lit by a soft light that reveals a section of rocky beach. Beyond the beach is a pool of glowing water, filling half
her song, she enters the water in a long, arching dive.
Water covers more than half of the cavern. The floor drops off sharply, creating a pool that is 12 feet deep. A ledge runs from the southern
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
over the railing reveals crates in that area. There are no ladders here to reach the high bookshelves. (The wizards who built this place used mage hand spells.) All the books appear to have blank covers