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Returning 35 results for 'destroys intend are beyond'.
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Magic Items
Dungeon Masterâs Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
Monsters
Fizban's Treasury of Dragons
protectors who donât understand the dragonsâ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who
creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they
Magic Items
The Book of Many Things
have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect
Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
Mischief. You receive an uncommon wondrous item (chosen by the DM), or you can draw two additional cards beyond your declared
Monsters
Fizban's Treasury of Dragons
understand the dragonsâ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive
dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued
Monsters
Fizban's Treasury of Dragons
other nature protectors who donât understand the dragonsâ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed
destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative
Monsters
Fizban's Treasury of Dragons
the ire of druids and other nature protectors who donât understand the dragonsâ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow
information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or
Magic Items
The Book of Many Things
cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.
As soon as you draw a card, its magic
Disintegrate spell destroys the chains instantly, freeing you. Another creature can also free you by succeeding on a DC 30 Dexterity check using thievesâ tools.
Ring. A rare or rarer magic ring appears
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key. A
Magic Items
Lost Laboratory of Kwalish
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
already been claimed, you gain an equivalent hoard.
Idiot. Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
story evolve beyond the suggested endings outlined in this chapter. If the characters donât want to save Elturel, they donât need to. However, if they intend to save Elturel, the players should be
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
above, the characters could be as high as 12th level by the adventureâs conclusionâan important consideration if you intend to continue the campaign beyond this adventure.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
flying fortress, except that itâs not making any strange noises beyond a low, barely audible hum. This device keeps the flying fortress aloft and level. Encasing the giant bell in an antimagic field or
destroys it. Any creature aboard the flying fortress when it crashes takes 70 (20d6) bludgeoning damage plus 70 (20d6) fire damage, and falls prone amid the twisted wreckage.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, the gates open as they approach, allowing access to the tunnel beyond. If the characters arrive here unescorted, the gnomes refuse to open the gate. Tunnel The tunnel has a 30-foot-high ceiling, and
spell. Any deep gnome who can see a gem can activate the spell within it by using its action to speak the proper command word. Any attempt to pry a spell gem from the wall destroys the gem. At the north
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
studentâs mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void. Once a pact is made, a warlockâs thirst for knowledge and power canât be slaked with
mere study and research. No one makes a pact with such a mighty patron if he or she doesnât intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
is opened to realities beyond the material world and to the alien beings that dwell in the outer void. Once a pact is made, a warlockâs thirst for knowledge and power canât be slaked with mere study
and research. No one makes a pact with such a mighty patron if he or she doesnât intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
12. Trapped Chest Water pours from cracks and seams in the rough walls of this cavern, whose floor is a muddy pool that flushes out into the tunnel beyond. Just above the poolâs surface, a large
also disarms the lockâs magical trap, allowing the chest to be opened safely. If the check fails, the demon skull bites down on the thievesâ tools and destroys them. If the check fails by 5 or more
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of that plane as it destroys all in its path. The quadrapod ambulates by flinging its mucus-covered tentacles out and dragging itself along, creating a horrid slurping sound as it advances
)
CON
15 (+2)
INT
6 (â2)
WIS
10 (+0)
CHA
4 (â3)
Skills Acrobatics +5, Perception +4
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 14
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of 30 feet, and the ability to hover. It has blindsight out to a range of 60 feet and is blind beyond this radius. The staffâs alignment is neutral evil. It can speak and understand Common. It has the
following ability scores: Strength 12, Dexterity 12, Constitution 10, Intelligence 18, Wisdom 14, Charisma 10. Reducing the staff to 0 hit points destroys it. The staff is friendly toward Ezzat and
Compendium
- Sources->Dungeons & Dragons->Rrakkma
hunting party brought together for the explicit purpose of hunting mind flayers. A group of mind flayers have created a weapon of immense power called the Gith Capacitor. They intend to use this artifact
, a place beyond space and time. The mind flayers have traveled through a nearby portal to the plane of Pandemonium, where they are rumored to have located a direct path to the Far Realm. Belthomias
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
beyond any fines imposed) from anyone convicted by a magister, per conviction 1 dragon per conveyance leaving the city, empty or full 5 dragons per ship that touches dock in Waterdeep (except for city
trouble, direct taxes can also be imposed: A fire tax (usually 1 dragon per household), levied whenever a fire destroys a large portion of the city A wall tax or harbor tax (usually 1 dragon per
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
-Powered Constructs. A scarecrow is animated by the bound spirit of a slain evil creature, granting it purpose and mobility. It is this uncanny presence from beyond death that allows a scarecrow to
last commands, seeks revenge for its creatorâs death, or destroys itself. Construct Nature. A scarecrow doesnât require air, food, drink, or sleep. Scarecrow
Medium construct, chaotic evil
Armor
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
damage from falling debris. The collapse not only destroys the tower but also most of its contents, including the animated armor in area V7. The wooden chest in area V7 (as well as the severed head
attacking them. The dragon disappears if it is reduced to 0 hit points or if the characters open the door. Vestibule Beyond the door is a 5-foot-square vestibule with a tattered curtain that conceals area V4
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
feet away from the walking castle. âI am Corporal Piang Shu, representative of the Crown Generals of Rigus,â he shouts in a commanding voice. âDeclare yourselves, and remove your war machine beyond
Shu they donât intend to attack Rigus. Shuâs demand to remove the walking castle is nonnegotiable, though, and the distance he insists on is a dayâs travel away. The Castellan can drop the characters
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
green slime covers a 5-foot square, has blindsight out to a range of 30 feet, and drops from walls and ceilings when it detects movement below it. Beyond that, it has no ability to move. A creature
cold, fire, or radiant damage destroys a patch of green slime. Webs Giant spiders weave thick, sticky webs across passages and at the bottom of pits to snare prey. These web-filled areas are difficult
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
following the river of ooze. Urm is lazy and selfish, inclined not to help characters beyond what it must do to satisfy the terms of its geas spell. It is familiar with the dangers lurking in the Caverns of
moved with a telekinesis spell or similar magic. Casting a disintegrate spell on the orb destroys it and stops the flow of ooze into the cavern. Other spells have no effect on the orb. Creatures and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
east wall, beyond which is a smoothly carved tunnel leading to area 16a. The door is sealed with a Qualith lock (see âQualith Door Locksâ). The neothelid is always hungry and tries to devour any
spell cast on a wall destroys it for 1 minute, after which the psionic force generator in area 16c resummons the wall. 8b. Standing Gate to Level 19 In the middle of this otherwise empty cave is a pair of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, each dragon head has blindsight out to a range of 30 feet and is blind beyond that distance. On initiative count 20, the black dragon head exhales a glob of acid while the red dragon exhales a fiery
be found by any character who searches the area. Beyond the door is a secondary storage area holding boxes with personal items that faculty members have stashed away from prying eyes. Any character
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the sea, theyâre not bound to the deep. Following their inherent curiosity, some tritons venture beyond the waves, seeking to explore a whole world of wonders beyond their own. (RYAN PANCOAST) Born of
of the winds, the rustle of leaves, the ingenuity of land-dwelling inventors, or any of countless other surface-world charms, every triton living beyond the waves does so for their own reasons. In some
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
in the text, err on the side of leniency and fun. Whenever you think a rule might be necessary, see the D&D Beyond Basic Rules.
Repeat this process for the other areas in this cave, modifying it
attitude toward the characters: Friendly, Hostile, or Indifferent (see the D&D Beyond Basic Rules). Regardless, creatures defend themselves in combat.
As an Influence action, a character can
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
printed as a mosaic of raised dots. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the
card beyond your declared draws. Jester. You gain proficiency in a skill of your choice for the duration of the adventure, or you can draw two additional cards beyond your declared draws. Key. A common
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
plane beyondâand their impact craters mar the battlefield. This battlefield is keyed to map 10.1. The characters start anywhere in the southernmost 10 feet of the map. Five neutral evil human and
doesnât intend her harm. Unbeknownst to the character, the fake Luggik is using telepathy to relate information to this spy mid-battle. If called out for this, the fake Luggik appears at the mapâs
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
dragon had with them, but what the characters choose to tell him (and whether they intend to follow up on the dragonâs orders) is up to them. The power of the Keepers of the Flame derives in equal
of Laduguer after an acolyte arrives with gold pins featuring Themberchaudâs profile. The symbol and the badges grant characters the right to travel beyond the Darklake District, though they are still
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
72 hours, or you can draw two additional cards beyond your declared draws. Key A Rare or rarer magic weapon with which you are proficient appears on your person. The DM chooses the weapon. Knight You
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
) check find two secret doors behind the frost that covers the west wall. These slabs of stone are 40 feet tall by 20 feet wide, and each pushes open to reveal a chamber beyond (area 5A or 5B). Each secret
detect magic spell reveals an aura of conjuration magic around the archway, but nothing happens when something enters the mist While the archway is inactive, cold rock wall can be felt beyond the churning
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
gems worth 1,000 GP each appear at your feet. Jester You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws. Key A Rare or rarer magic






