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Returning 15 results for 'frees start'.
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free start
forces start
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fires start
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. But the knights’ protective magic hasn’t failed entirely; the creatures within the watchtower are trapped inside until someone or something frees them. The watchtower is in better physical shape
direct it against Mekkalath might regret their decision. For example, the death tyrant might agree to attack the dragon, then start by slaying the peaceful minotaurs and turning them into its zombie
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. Turn the Faithless. You can use your Channel Divinity to utter
sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: At the start of each of your turns, you regain 10 hit points. Whenever
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
adventure) but also frees all the souls trapped within the device. Freed souls travel to the afterlife, and any creature whose soul is set free can be brought back from the dead by magical means. The
character gains 50 temporary hit points at the start of each of his or her turns. When the character makes an attack roll against Acererak and hits, the attack deals an extra 3d6 psychic damage
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
fireplace, forcing it to heat both this room and the kitchen (area C5). Dealing damage to the fire elemental frees it and causes it to go berserk. C5. Kitchen This kitchen contains a large stove
difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Regeneration. The ghost regains 10 hit points at the start of its turn. If the ghost takes radiant damage or
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
fallen shelf. A restrained creature can use an action to make a DC 13 Strength (Athletics) check. On a success, it frees itself. Restrained creatures are also freed if the shelf is lifted with a
. If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the swarm move or act, that creature must succeed on a DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see the Rules Glossary). Ammunition (Varies) Ammunition is required by a weapon that has the
Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops. Candle (1 CP) For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
tapestry and can see the mirror must succeed on a DC 15 Charisma saving throw or become trapped in the mirror. If a creature becomes trapped, the mirror frees its only other prisoner: Lio Gong, the
Dragon’s Blessing, Lio Gong knows about it from her life alongside the Mountain Cloud Empress. She can share the information from the “Dragon’s Blessing” section at the start of the adventure. Y5
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see the rules glossary
15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops. Candle (1 CP) For 1 hour, a lit Candle
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Scepter. A character who studies the massive crystal formation notices a rod-shaped item encased within. Breaking the crystal formation frees a bone scepter wrapped in the scaly hide of a blue dragon
villain who defiled their master’s grave. When the characters enter combat with one mummy, roll 1d6 to determine how many more mummies arrive on the scene at the start of the second round of combat. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
prisms must make a DC 13 Wisdom saving throw at the start each of his or her turns. The first time each character fails the save, a wraith that looks like a shadowy duplicate of that character erupts
Var’s steel key disables the trap for 1 minute when it is used to open the door to area 5.) At the start of the fourth round, and every 2 rounds thereafter, one circle (chosen randomly) glows white. At
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
start of each of its turns or take 3 (1d6) bludgeoning damage and 3 (1d6) piercing damage. Characters who take 12 damage also are knocked prone. Single-target attacks against the pigs have little effect
to feed it, the otyugh ceases attacking for 1 round. Then the characters must periodically placate it with successful DC 10 Charisma (Persuasion) checks. A character who frees the otyugh learns that
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
slaad tadpole. Hiding in the dark corners of the hidden room are two crawling claws. If one or more characters enter the hidden room, the claws start pushing the jars with slaad tadpoles off the shelves
eldritch surges in Delphi Mansion, frees Markos from Krokulmar’s influence (see “Conclusion” below), restores Zala Morphus and Esquire to their former human selves, and causes the cultists in area D24
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
condition. Releasing Enstavva. If the characters end Enstavva’s Petrified condition, she is pensive and Friendly toward anyone who frees her. Enstavva knows Common, Dwarvish, and Giant. She is curious
apologetic or surprised to catch her “bathing.” A mean-spirited prankster, Gelida has no wish to fight; she simply hides behind the metal box if the characters start combat. Gelida recognizes an opportunity
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
vortex takes 18 (4d8) force damage. In addition, its speed becomes 0 feet, it can’t benefit from any bonus to its speed, and it can’t be seen by others. The creature takes the damage again at the start
(Natasha). Doing so ends the time-freezing effect on her. Speaking the name Tasha, Zybilna, or Iggwilv doesn’t work, since none of those is her true name. Destroying the cauldron frees not only Zybilna but
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. At the start of the third round of combat, a combat robot appears in the eastern hallway, sirens blaring. If the cloaker is still alive, the robot quickly moves to slay it. If the characters defeat
. Each game machine is fitted with a slot for a key card. When a key card of any color is inserted into the slot, the machine plays a short animation to signify the start of the game. There’s no limit






