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Returning 35 results for 'current wander remove'.
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Monsters
Strixhaven: A Curriculum of Chaos
: detect magic
2/day each: dispel magic, mage armor, remove curse, sending
1/day each: power word stun, scrying (as an action), wall of force
Teleport. The Oracle teleports, along with any
.
The current Oracle is an elderly human named Jadzi. A graduate of Quandrix College, Jadzi has since expanded her studies to encompass all disciplines of spellcasting, tempering the mathematical abstractions she wielded at Strixhaven with benevolent divination and a return to the basics of magic itself.
Species
Spelljammer: Adventures in Space
divine beings who created giff have likewise been forgotten. Their titanic petrified bodies drift on the Astral Sea, isolated and unrecognizable in their current forms.
Although they don’t realize
DM is free to add or remove languages from that list for a particular campaign.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that
Magic Items
The Book of Many Things
*Found only in a deck with twenty-two cards.
Beginning. Your hit point maximum and current hit points increase by 2d10. Your hit point maximum remains increased in this way for the next 8 hours
energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
End. This card is an omen of
Monsters
Mordenkainen's Fiendish Folio Volume 1
corby flock, knowing of how these creatures’ bizarre song disrupts, disorients, and ultimately overwhelms their prey.
Flocks of Doom. Dire corbies wander the Underdark in vast flocks, following
. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their
spells
within range and condemn it to a taste of mortality. The creature must succeed on a Charisma saving throw or its Hit Point maximum and current Hit Points are reduced by the amount rolled on the Hit
spell is reduced to 0 Hit Points, these changes become permanent and the creature dies. This final effect of the spell can only be reversed if the creature is restored to life and targeted by a Remove Curse spell or similar magic.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Umber Hulks The umber hulks that burrowed into the Lost Level now wander freely here in search of prey. A wandering umber hulk detects nearby characters with its tremorsense. Such a creature might
a wandering umber hulk is defeated, remove it from area 26 or have only one umber hulk in area 34. If the characters have already defeated the three umber hulks in those areas, assume this wandering one is a new arrival.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Umber Hulks The umber hulks that burrowed into the Lost Level now wander freely here in search of prey. A wandering umber hulk detects nearby characters with its tremorsense. Such a creature might
a wandering umber hulk is defeated, remove it from area 26 or have only one umber hulk in area 34. If the characters have already defeated the three umber hulks in those areas, assume this wandering one is a new arrival.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
such as a cure wounds spell or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s
hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its
hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its
hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
such as a cure wounds spell or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s
hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
roll on any encounter table in chapter 3 to determine the guardian’s current form. If the guardian dies, it re-forms in a new guise at the next dawn. A creature can convince the guardian to grant
. On a successful check, the group finds its way to or from the valley. On a failed check, the travelers wander the foggy terrain for 1 additional hour before they can repeat the check.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
roll on any encounter table in chapter 3 to determine the guardian’s current form. If the guardian dies, it re-forms in a new guise at the next dawn. A creature can convince the guardian to grant
. On a successful check, the group finds its way to or from the valley. On a failed check, the travelers wander the foggy terrain for 1 additional hour before they can repeat the check.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
across Icewind Dale to swap goods and rumors. Fishers, trappers, furriers, and sellswords rub elbows in the town’s taprooms, and gruff dwarves, wide-eyed travelers, and skulking ne’er-do-wells wander its
. The current speaker of Bryn Shander is Duvessa Shane. She has appointed Markham Southwell as her sheriff, making him responsible for training the town’s militia and keeping the peace.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
across Icewind Dale to swap goods and rumors. Fishers, trappers, furriers, and sellswords rub elbows in the town’s taprooms, and gruff dwarves, wide-eyed travelers, and skulking ne’er-do-wells wander its
. The current speaker of Bryn Shander is Duvessa Shane. She has appointed Markham Southwell as her sheriff, making him responsible for training the town’s militia and keeping the peace.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
only the barest minimum of technology—tattered clothes, piecemeal armor, and heavy weapons, all scavenged from their fallen foes. They wander alone or gather in bands under the leadership of the
rites among the Felhide minotaurs involve devouring those who fell in battle, to remove their shame from memory and fuel the survivors’ revenge. Should another scavenger reach a fallen Felhide before the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
only the barest minimum of technology—tattered clothes, piecemeal armor, and heavy weapons, all scavenged from their fallen foes. They wander alone or gather in bands under the leadership of the
rites among the Felhide minotaurs involve devouring those who fell in battle, to remove their shame from memory and fuel the survivors’ revenge. Should another scavenger reach a fallen Felhide before the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
of warlock or druid, and that he can see through the eyes of his cats as they wander the city. The General is a headless statue in a small square in Eastbridge. It’s hundreds of years old, and no one
former self. The current owners have grand ideas about future productions, but it’s the dreamlily parlor in the basement that keeps the theater open.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
of warlock or druid, and that he can see through the eyes of his cats as they wander the city. The General is a headless statue in a small square in Eastbridge. It’s hundreds of years old, and no one
former self. The current owners have grand ideas about future productions, but it’s the dreamlily parlor in the basement that keeps the theater open.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
the first time on a turn or starts its turn there, it must succeed on a DC 15 Strength saving throw or be carried 10 feet in the direction of the current, as indicated by arrows on the Plunging
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
the first time on a turn or starts its turn there, it must succeed on a DC 15 Strength saving throw or be carried 10 feet in the direction of the current, as indicated by arrows on the Plunging
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
might end with the adventurers convincing him that his current actions don’t serve the balance among the gods. Kruphix’s mind isn’t easily changed, though, and the adventurers might need to produce
, thought to be a part of the sun, from Heliod’s followers. The priesthood blames Phenax or Erebos, but Kruphix is behind the theft. The sun stone holds a terrible secret power, and Kruphix seeks to remove it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
hours asking for news can learn the current scuttlebutt. The “Dock Rumors” table below can be an inspiration for the sort of whispers characters might hear. Dock Rumors d10 Rumor 1 The crown
fishing boats. It’s those dwarves — they want to take over! 4 The king’s agents have infiltrated town. It’s only a matter of time before they remove the council and replace them with foppish nobles. 5
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
hours asking for news can learn the current scuttlebutt. The “Dock Rumors” table below can be an inspiration for the sort of whispers characters might hear. Dock Rumors d10 Rumor 1 The crown
fishing boats. It’s those dwarves — they want to take over! 4 The king’s agents have infiltrated town. It’s only a matter of time before they remove the council and replace them with foppish nobles. 5
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
might end with the adventurers convincing him that his current actions don’t serve the balance among the gods. Kruphix’s mind isn’t easily changed, though, and the adventurers might need to produce
, thought to be a part of the sun, from Heliod’s followers. The priesthood blames Phenax or Erebos, but Kruphix is behind the theft. The sun stone holds a terrible secret power, and Kruphix seeks to remove it
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
weird circumstances) that can make them act together against outsiders if a Barovian is mistreated. Barovians were a happy people once, but their history and current conditions aren’t pleasant. If one
wander too far from their homes or enter the woods. They experience little hope or joy, and they are taught to fear the devil Strahd above all. Barovian adults eke out modest livings. With no new wealth
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the temple, the thessalhydra leaves its current zone and takes up a patrol in the other zone. The thessalheart construct switches to the opposite zone (see below). Thessalheart Construct The
characters through the construct’s senses if they encounter it as they wander. If encountered, the construct gets close enough to identify the characters, then attempts to flee to protect itself.
Map 4.1: Temple of Moloch
View Player Version
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
weird circumstances) that can make them act together against outsiders if a Barovian is mistreated. Barovians were a happy people once, but their history and current conditions aren’t pleasant. If one
wander too far from their homes or enter the woods. They experience little hope or joy, and they are taught to fear the devil Strahd above all. Barovian adults eke out modest livings. With no new wealth
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
overwhelms their prey. Flocks of Doom. Dire corbies wander the Underdark in vast flocks, following predictable patterns of movement like migrating birds. They strip a region bare of the lichens, fungus
into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world
your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn. Once you use this feature, you can’t use it again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the temple, the thessalhydra leaves its current zone and takes up a patrol in the other zone. The thessalheart construct switches to the opposite zone (see below). Thessalheart Construct The
characters through the construct’s senses if they encounter it as they wander. If encountered, the construct gets close enough to identify the characters, then attempts to flee to protect itself.
Map 4.1: Temple of Moloch
View Player Version
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
overwhelms their prey. Flocks of Doom. Dire corbies wander the Underdark in vast flocks, following predictable patterns of movement like migrating birds. They strip a region bare of the lichens, fungus
into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
across the plains. Those who dwell here have adapted their ancestors’ seafaring ways to their current arid environment, becoming hunters, scavengers, and traders. Humans from the Lands of Tarsis, Ergoth
inhabited by kender, scattered human tribes wander the Dairly Plains and coasts bordering the Blood Sea of Istar. Many inhabit ancient Istarian ruins, occasionally forced to grapple with half
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wander the gardens, pick mushrooms, and enjoy the views. Characters can use the control consoles in areas L6 and area L12 to raise and lower the bridges that connect the Overlook to the districts of
Little Lockford is a harmless illusion that changes to match the current state of things in town; for example, if a bridge is lowered in Little Lockford, the projection’s version of the bridge lowers as
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wander the gardens, pick mushrooms, and enjoy the views. Characters can use the control consoles in areas L6 and area L12 to raise and lower the bridges that connect the Overlook to the districts of
Little Lockford is a harmless illusion that changes to match the current state of things in town; for example, if a bridge is lowered in Little Lockford, the projection’s version of the bridge lowers as