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Returning 35 results for 'curving realities ghostly to have requires'.
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Magic Items
Dungeon Master’s Guide
. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Monsters
Waterdeep: Dungeon of the Mad Mage
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Floating in front of the double door is a giant, ghostly human skull with a long beard.
The devil-faced doors have nine hidden locks, each of which requires a separate knock spell to open. Both doors also
swing open when one or the other is touched with a silvered weapon, or if someone speaks Infernal while standing on the dais. The ghostly skull is neither a creature nor an object, but a magical force
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
d6 and consult the Crypt Hauntings table to determine the nature of the ghostly image or effect encountered there (or choose one that seems evocative). A haunting can’t leave the location where it’s
roll a d4 instead. Crypt Hauntings d6 Haunting 1 Each character feels a creeping sensation along their scalp, as of probing tentacles seeking a weak spot in their skull. 2 The ghostly image of an
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Ghost Step Tattoo Wondrous item (tattoo), very rare (requires attunement) Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred. Tattoo Attunement. To
turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Ghostly Form. The tattoo has 3
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Shadar-kai Traits As a shadar-kai, you have the following racial traits. Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an
teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Darkvision. You can see in dim light within 60 feet of you as if it
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Eidolon The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import
relics it is charged with guarding. Sacred Guardians. Creating an eidolon requires a spirit of fanatical devotion — that of an individual who, in life, served with unwavering faithfulness. Upon death, a
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
crossing requires that a particular act be performed inside it or a particular object or creature be present. 6 Ruined Tower. The ruins of an ancient elven tower house a fey crossing. For three nights
each year, a ghostly image of the intact tower appears above the ruined foundation, during which time the fey crossing appears as a shimmering doorway that creatures can pass through. 7 Stone Bridge
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, passages lead to the left and right, sloping upward and curving back toward each other. Where they meet, a tough membrane holds back the Nematode’s rudimentary liquid brain matter. Read or paraphrase
requires the following steps: Dangerous Reaction. A character who succeeds on a DC 10 Wisdom (Medicine) or Intelligence (Nature) check realizes that destroying the membrane entirely would force the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
eye rays. That’s why I stay indoors all the time. Besides, the sky is totally overrated.
Arcane Archer Features Fighter Level Feature 3rd Arcane Archer Lore, Arcane Shot (2 options) 7th Curving
can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. Curving Shot At
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
: Hermitage Second Floor View Player Version 16. Junk Room Bundles, barrels, and boxes are piled haphazardly across this tower room. A narrow path leads through the clutter to a staircase curving along the
leads to area 18 and the interior of the second level is barricaded from the inside. Breaking through it from outside requires a successful DC 14 Strength (Athletics) check. Development. Unless the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Unseen Order Difficulty: Medium This guessing game requires characters to use deductive reasoning to determine the correct sequence of four cards. They must use a game board and six stacks of cards
the game board are ten stacks of playing cards. Each stack has four copies of the following six cards: Comet, Gem, Moon, Skull, Star, and Sun.
A ghostly goblin in jester garb manifests on the far side
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
carrying, up to 30 feet to an unoccupied space he can see. Until the start of his next turn, he appears ghostly and gains resistance to all damage.
Witchlight Vane Wondrous Item, Legendary (Requires
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
space he can see. Until the start of his next turn, he appears ghostly and gains resistance to all damage.
Witchlight Watch Wondrous Item, Legendary (Requires Attunement by Mister Witch or His
Compendium
- Sources->Dungeons & Dragons->Divine Contention
existence.Bending the bars of a cell requires success on a DC 25 Strength check. The cell doors spring open automatically if the beacon is disabled. Two paralyzed star spawn manglers (see appendix A
Border Ethereal, where it appears as any other structure from the Material Plane: ghostly and immaterial. A group of four star spawn manglers (see appendix A) lurk in the mists surrounding this chamber
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Activation of the sphere requires all creatures present to roll initiative. The
damage and be knocked prone. The sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
carved with eyes of all shapes and sizes. Many of the orbs have stone eyelids that open and close at irregular intervals. Characters who succeed on a DC 14 Wisdom (Perception) check notice a ghostly
unnerving but harmless. Scrying Sensor. The ghostly eyestalk is a magical sensor that allows one of the apprentice wizards in area X16 to monitor this hall. The eyestalk functions as an extra eye with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that lead to a two-story brick mansion and eastward toward a detached coach house. An arcane lock spell is cast on the gates. Forcing them open requires a successful DC 25 Strength (Athletics) check
, while picking the lock requires a successful DC 20 Dexterity check using thieves’ tools. The spell doesn’t bar members of the Gralhund family, their staff, their guards, or Lady Gralhund’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an
object in a place of the DM’s choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(see the accompanying stat block) appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe
trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Magic Items
Infernal Machine Rebuild
cut an astral projection’s silvery cord—the user suffers a sudden burst of feedback from the machine that kills them instantly.
Any effect of the Infernal Machine that requires
, causing those creatures to recall their saddest memories.
08
You have a +1 bonus to Wisdom (Insight checks) involving creatures you can see.
Your body is ghostly and translucent except for your
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
is deactivated and incapacitated, although that fact isn’t readily apparent. Activating the iron golem requires one to speak the proper command word. Not even Duke Zalto knows it. Casting an identify
(but missing) gemstone. Climbing the colossus to reach the ruby eye requires a DC 20 Strength (Athletics) check, since the surface has few handholds or footholds. Prying the ruby eye from its socket
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
character disturbs an occupant further, all three of the drawers swing open, and the zombies attack. Drawer 5. This drawer is empty. Drawer 6. This drawer is locked. Opening it requires a successful DC
condition. The chute stops ejecting corpses after 3 rounds. Escape. After dealing with the ooze, the characters can climb up a corpse chute to the surface. Doing so requires a successful DC 15 Strength
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
runes to activate the door. V4: Halls Four ghostly soldiers patrol these hallways. Their eyes are red, and each wears spectral, ridged armor and carries a hollowed-out goat horn.
The creatures are four
the whole room. Removing the mirror from the ceiling requires no special effort. Saving Valendar. Valendar can’t transform into his true form as long as he is in the area of moonlight emanating from the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
15 Wisdom (Perception) check notices that the curving wall just west of the southern entrance is less smooth than the other walls, holding stair-like footholds. They go about four feet up the side of
(area G4) becomes obvious. Finding the hidden latch, however, requires a character to take a Search action and succeed on a DC 15 Wisdom (Perception) check. G11: Shrine of the Queen At the end of a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
that opens up through the crumbling wall of the antechamber is illuminated by a single brazier. At the end of the passage, a set of curving stone stairs descends farther down into darkness.
If the
creature that looks like a giant, tentacled brain.
Viallis Yellowcrest Lord Viallis Yellowcrest (a chaotic evil human mage) is performing a lengthy ritual that requires his undivided attention. He is
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, curving along the tower’s north wall.
If a character examines the coins or statue, have them make a DC 14 Intelligence (History) check. Silvanesti elves have advantage on this check. On a
adjusted only in area E4. The process takes five minutes and requires a character to make a DC 14 Constitution saving throw as Shadowfell energies tug at their life essence. On a failed check, the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
anything short of a wish spell. Opening the door requires fitting the three key runes carried by the haven’s stone golems (see below) into the three indentations on the door. Any character who has
it. The first time a character tries to damage the sealed door or open it with an ability check or magic, or if a character touches any of the indentations, the ghostly figure of an elf steps through
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
mosaics of tentacles flank a set of black marble doors in the south wall. Reliefs of long, curving fangs line the arc of the door frame.
The double doors push open to reveal an underwater passage to
tentacles, which convene at the top around a circular fanged mouth.
At the southwestern end of the plaza, a set of curving stairs climbs above the water. Four kuo-toa worship at the altar, while a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bead of curing, one bead of summons, and one bead of wind walking. N8. Wind Chorus Wind rushes through this curving natural passage and off into the darkness beyond, howling in a changing pitch as it
stone column in the middle of a glowing mere.
The natural column rises 20 feet and is slick with water and fungus, so it requires successful DC 15 Strength (Athletics) checks to climb unaided. The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stone “door”—actually a tight-fitting stone slab measuring 3 feet wide, 5 feet tall, and 3 inches thick. Removing or resetting a stone slab requires an action and a successful DC 15 Strength check. Each
, except for one thighbone. If the characters disturb Saint Markovia’s remains, add: A ghostly form appears above the dust, so faint that you can barely discern more than part of a face. From this
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
stead. Bleakers tend to those overcome by the strange realities of the Outer Planes, which exert their influence on travelers who wander past their boundaries. The Bleak Cabal rehabilitates creatures
with a Cipher’s path, they must practice until the body no longer requires the mind to guide it. Factol Rhys (neutral, tiefling Transcendent Order conduit; see Morte’s Planar Parade) stepped up to take
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Oozes. One of the many experiments in the Doomvault is an effort to infuse oozes with intelligence. The Red Wizards have met with some success, though the process requires the sacrifice of many
center of this curving cavern. A stack of pig carcasses is piled haphazardly along the eastern wall. Buckets are arrayed on the northern side of the arch, as well as along the southern wall.
On the wall
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
which statue is broken. The four sarcophagi also collapse if disturbed, though each creates difficult terrain only in its square. P2: Ghostly Hall The sound of splashing water echoes from the west end
haunting here (see “Crypt Hauntings” in the “Crypt Features” section). Fixing the door and removing the mind flayer skull puts the haunt to rest. Repairing the door requires several minutes of work with a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Without the steps, climbing the inward-curving wall requires a climbing kit and a successful DC 15 Strength (Athletics) check. The message, scrawled in Old Omuan, states, “True love, faithful general