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Returning 12 results for 'either rendering'.
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either revering
Monsters
Tales from the Yawning Portal
either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enervation Ray. The targeted
eye ray.Thaxalia is a reduced-threat beholder crippled by Thayan magic.
Thaxalia’s central eye and two of its eyestalks have been maimed by the Red Wizards, rendering those eye rays (death ray and disintegration) powerless.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
pretends to know all. Acererak has warded the skull with powerful magic, rendering it impervious to damage and spells. Its curse is too powerful to be broken with any spell other than wish, which can
be used either to destroy the skull or end the curse. If the curse ends but the skull survives, it teleports back to its pedestal and waits for another character to touch it. The curse can also be
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
discovered, the world trembles at the ramifications of the find. In either case, introducing an Artifact into a campaign requires forethought. It could be an item that opposing sides are hoping to claim
be the only way to ensure that its power can’t be used for evil. Artifact Properties In addition to its defined properties, an Artifact might have other properties that are either beneficial or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Artifact Properties Each artifact has its own magical properties, as other magic items do, and the properties are often exceptionally powerful. An artifact might have other properties that are either
, rendering them nonmagical. 41–45 The artifact erases magic scrolls within 10 feet of it, rendering them nonmagical. 46–50 Before using one of the artifact’s properties as an action, you must use a bonus
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, respectively, but he hasn’t explored either level. Tabletop Map. The wererats have carefully arranged the loose stones on the table to form an accurate map of this level of Undermountain; the map, however
, omits the chambers hidden behind secret doors (areas 5, 20c, 20d, 22e, 22f, 25h, and 26b). There’s no easy way to transport this map without knocking the stones out of alignment and rendering the map
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
succeeds, the magic on the parchment ends, rendering the bird inanimate and easy to unfold. If the cage door is left open, the paper birds fly out after a few seconds and try to deliver their messages
. The birds in the cage have the following messages written on them in the Elvish script: My darling Bav,
Skab had the horn but either lost it or forgot where she hid it. Her head is so full of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, rendering magic items useless, suppressing ongoing magical effects, and preventing all spellcasting. See the spell’s description in the Player’s Handbook for full information. 47A. Fire Cell Waves of heat
blindly search the cell by touch, then make a DC 13 Wisdom (Perception) check. If the check succeeds, the character discerns one key feature of the room: either the wall carvings, the aarakocra skeleton, or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
weapons. X18. Guarded Corridor Between two sets of double doors is a corridor with a dozen arrow slits along its walls. Four duergar guards are stationed in the hallways to either side (two per location
and flashes of firelight spew from the top of the forge, which emits a deep, pulsating heartbeat. A five-foot-deep trough extends east from the forge, with rows of black anvils on either side of the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, rendering it mildly acidic—not enough to cause damage, but enough to make one’s skin tingle uncomfortably. A character who experiences this tingling can, with a successful DC 15 Intelligence (Nature) check
than 40 pounds of weight is applied to either one, both steps give way. When that happens, any creature standing on them must make a DC 15 Dexterity saving throw. On a successful save, the creature
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
from the ship’s captain, Inda, who Lysan and Zastra assume either died during the crash or is stranded elsewhere in the wreckage. Lysan and Zastra introduce Ilren to the party. If the characters are
Thick, pale roots here form two dense walls on either side of the room. Six bulbous, brain-shaped creatures with snapping beaks and barbed tentacles bob through the air.
Six grells have made their home
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
guards against falling over the edge into the entrance hall below.
Two rows of three marble statues stand in the gallery. The northern row depicts an elf woman in different poses and wearing either an
lid are exquisitely lifelike in their rendering. As an action, a creature can open the sarcophagus with a successful DC 25 Strength (Athletics) check. Inscription. The gold lettering on the foot of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
magical lights in this room have been dispelled, rendering the chamber dark. Characters who have a light source or darkvision can discern the following features: The room has been converted into a maze
. Secret Hallway This magically lit hall is concealed behind secret doors. It circumvents the audience chamber (area X18) and gently slopes down toward the east. Finding either secret door requires a