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Returning 20 results for 'exposed removed'.
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Drow Poison (Injury)
Legacy
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Equipment
This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for
washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
Magic Items
Princes of the Apocalypse
. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
Regardless of the type of orb, its effect
that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to the jungles and marshes of Chult carry this disease, shivering sickness. The easiest protection against it is a coating of insect-repelling salve on all exposed skin (for the cost of insect
repellent, see “Buying a Special Item”). A giant or humanoid that takes damage from insect swarms or from giant centipedes, giant scorpions, or giant wasps is exposed to the disease at the end of the
Compendium
- Sources->Dungeons & Dragons->Shadows of Sithicus
cover. Sarcophagi Each sarcophagus is 5 feet deep and covered with a heavy lid that requires an action and a successful DC 15 Strength (Athletics) check to remove. Once a lid removed, the sarcophagus’s
contents are exposed. Mausoleum The mausoleum is 10 feet high and made of stone. The mausoleum’s double doors are enchanted and can’t be opened without solving a puzzle. A creature who tries to open
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
. A creature exposed to the gas must succeed on a DC 15 Constitution saving throw or become frightened for 1 minute. A creature frightened in this way must take the Dash action on each of its turns to
down. The way is blocked by thick webbing that fills the area from steps to ceiling.
The steps down to the chamber at the end are filled with webs (as the spell) which can only be removed by magical
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, presumably filling the room beyond as well. The area smells of rot.
Diseased Pool. The water is about 5 feet deep and is tainted by disease. Anyone who drinks the water or wades into it is exposed
suffers one level of exhaustion when it finishes the first long rest it takes after being exposed. Whenever it finishes a long rest thereafter, it must make a DC 10 Constitution saving throw. On a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
; and immunity to lightning, poison, and psychic damage. Electrical piping and exposed wiring cover each server. A creature that touches a server or hits it with a melee attack takes 10 (3d6
, after which time it must be charged at one of the plug-in terminals located throughout this level. If removed from the ship, the device ceases to function until returned. S64: Stasis Chamber (Green
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. Regardless of the type
powerful windstorm that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
addition to sand or grit. The area within the storm is heavily obscured, and a creature exposed to the storm takes 1d4 slashing damage at the start of each of its turns. Only substantial cover or
dark clouds that manifest leering skulls and bone-white lightning. Any creature exposed to the storm that isn’t a construct or an undead must succeed on a DC 13 Constitution saving throw at the end of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
tapping sound.
After its bar is removed, each iron door pulls open to reveal a cramped cell with no furnishings. The tapping comes from the cell of a doppelganger that was caught trying to
X31), has amputated its face-tentacles and removed the part of its brain that enables the mind flayer to use its psionic powers. Consequently, it has no innate spellcasting abilities and no effective
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
into the air as they die. These spores attach themselves to all creatures in the cave and have no effect until those covered with them face off against Xanthoria (see area L11). Those who are exposed
(although levels of exhaustion already gained aren’t removed). If Thunderwing sees one or more party members struggling with the effects of the fog, she overcomes her fear of the cave and flits around it
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
The Fissure When the fissure opened up at the bottom of the sinkhole, it exposed a number of tunnels used for a variety of purposes and by a multitude of people over the years. The first of the
. These are harmless glowing cave fish, but it takes a successful DC 12 Intelligence (Nature) or Wisdom (Survival) check to recognize that. The fish immediately start to bite any exposed skin of a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
holds small beer, the second one water, and the third one mead. The jar contains oil of taggit; anyone who opens the jar is exposed to the poison and has disadvantage on the saving throw. On the
inside of the lid. If the invisibility is dispelled, the information tells where a stone in the wall along the stairs down can be removed to reveal a ring of shooting stars, a spell scroll of seven
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
be removed. Any character who touches one of the rubies must make a DC 20 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save or half as much damage on a successful one. The
(Athletics) check. A creature freed in this way is no longer restrained by the webbing. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away, dealing 5 (2d4) fire damage to any creature
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
electrocuted by exposed wiring requires a successful DC 16 Dexterity (Sleight of Hand) check. On a failed check, a character takes 14 (4d6) lightning damage and doesn’t retrieve the gems. S4: Dining Rooms
. When the characters enter or peer inside a kitchen, read or paraphrase the following text: The floor of this futuristic kitchen is stained with the grimy outlines of equipment removed from the area
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
bullies three goblin psi brawlers (see appendix A for both) in this room. The fanatics removed anything important to them from this laboratory and allow psionic goblins to rest here, mostly to have
Veddin. Both are neutral evil Far Realm scholars who were driven from Neverwinter when their nascent Far Realm cult was exposed. Whispers from Ilvaash led the pair here. Duoro wholly embraced Ilvaash’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
reappear thereafter. If the frost giant skull is removed from its resting place under the tree, the Uthgardt spirits are laid to rest and the ghosts don’t reappear. The oak tree has AC 15, 100 hit
Hills The Sumber Hills are an area of windswept badlands sparsely covered in dry grass. Much of the terrain features exposed rock faces or steep escarpments. Although the earth of the hills is arid
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
“Teeth of Vecna.” They each carry a key to the prisoner cells (areas C5, area C11, area C18, and area C20). The mages are quick to fight if they spot intruders, since they don’t want the cult exposed
otherwise removed from the cell’s offensive smell. On a success, Indrina reveals her secret knowledge. Learning Indrina’s discovery counts as a secret for the purposes of the Power of Secrets rules in this
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
can’t be removed from the dwarf while he’s frozen in time, and it contains all the spells Kalimanzaros has prepared. P22. Ballroom The doors to areas P13, P14c, and P14d are sealed with lion crown locks
(Perception) check, determine that he is not frozen in time. Because he’s pretending to be frozen, the first attack made against him has advantage. If his ruse is exposed or if he’s attacked, Zargash
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, the creature can’t benefit from natural healing until the curse is removed with a remove curse spell or similar magic. Forgotten Forest The Forgotten Forest has long been the domain of fey creatures and
Ancient Relic Many small chambers are hidden between the exposed roots of Grandfather Tree. A Medium or smaller creature can reach these chambers by crawling among the roots. Half buried in the root