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Returning 35 results for 'greater carved lasting'.
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Magic Items
Tomb of Annihilation
This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is
a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can’t regain hit points and has vulnerability to necrotic damage. A greater restoration
Magic Items
Tomb of Annihilation
This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.
The amulet has 6 charges and regains 1d6
–00
You become petrified. This effect can be ended only with a greater restoration spell or similar magic.
Ancient Deep Dragon
Legacy
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monsters
Fizban's Treasury of Dragons
alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes.
Deep
fungi within 6 miles of the dragon’s lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food.
If the dragon dies, these
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
with whom they have alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near
.
Verdant Growth. Vegetation and fungi within 6 miles of the dragon’s lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. False Mirror Gate Mirror. Mounted to the north wall above a rectangular dais is a 6-foot-tall oval mirror set in a stone frame carved to look like Halaster’s yawning face, the mirror forming his
wide-open mouth.
Dais. Etched on the floor of the dais are the words “Flattery will get you everywhere.”
Statues. Flanking the dais are two petrified hook horrors that look like carved statues
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
West Cleft. The homes of the derro are mostly burrows carved into the walls and simple structures piled atop one another. The dirty and cluttered streets of both districts formed as dwellings spread and
came together, and not as a product of planning. The derro population is much greater and their tunnels extend much farther than the duergar believe. The derro are close to mounting an insurrection
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
pedestal. All that remains recognizable are a pair of clawed stone feet clutching the pedestal’s top. Carved into the walls are seven niches. Water seeps into one niche through a crack in the wall. The two
of them is touched or damaged. Treasure Hidden beneath the dark waters of the fountain are 112 sp, 41 gp, three green-gold bracelets worth 25 gp each, a drow +1 dagger (the hilt has a spider design), a potion of greater healing, and a vial containing oil of slipperiness.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the character’s ability to do something he or she can do already. For example, the ring of jumping lets its wearer jump greater distances, thus augmenting what a character can already do. A ring of
decide: If having all the characters in a party pass an item around to gain its lasting benefits would be disruptive, the item should require attunement. If the item grants a bonus that other items
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the character’s ability to do something they can do already. For example, a Ring of Jumping lets its wearer jump greater distances, thus augmenting what a character can already do. A Ring of the Ram
party pass an item around to gain its lasting benefits would be disruptive, the item should require Attunement. Limit Stacking. If the item grants a bonus that other items also grant, it’s a good idea to require Attunement so characters don’t try to collect too many of those items.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
centuries. One such shipwreck left a lasting mark on the island. About forty years ago, a ship named Compass Rose carrying passengers bound for the cloister wrecked on the shoal, killing all aboard. To the
problem lurking in the wrecked hull of Compass Rose. The greater threat is a cursed talisman held in the ship’s hold, imbued with magic by a long-dead sailor’s desperate prayers to a demon lord. This
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
cast Greater Restoration once without expending a spell slot or using Material components. You can’t gain this Charm again while you still have it. Harvest: Talisman. When you issue the Harvest order to
this facility, you commission its hireling to produce a specially prepared talisman for your use. The talisman usually takes the form of an amulet, a rune-carved box, or a statuette, but it can be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
soon as it sees intruders.
Pillars. The four pillars that buttress the ceiling are carved out of black crystal and inscribed with arcane runes.
Lynnorax fights without fear, knowing that its
damage threshold of 40. While in this room, the dracolich doesn’t take damage from any single source unless that damage is equal to or greater than its damage threshold, in which case it takes the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
contains 60 gp in a leather pouch, three wooden holy symbols of Malar, a potion of greater healing in a varnished gourd, a pair of dainty slippers, six bleached human skulls, a beautifully carved ivory
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
arch’s keystone is carved with the visage of Halaster, whose eyes follow any creature that approaches the arch.
Petrified Beholder. In the northern arm of the room, a petrified beholder sprawls on its
side on the floor.
The beholder has been here longer than the Shadowdusks. If released from its petrified state with a greater restoration spell or similar magic, it attacks other creatures
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-ridden skulls. Carved into the lintel above the double door is a sconce sculpted to resemble a skeletal hand, with a continual flame spell cast in its palm.
Monsters. A pair of stalagmites flank the
before the adventurers and have greater invisibility spells cast on them. The drow and their two quasit companions try to remain hidden, allowing adventurers to move into Arcturiadoom ahead of them
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
parties from its terms without penalty, as if the deal never happened. Any gifts or prices revert immediately, though some contracts might leave a scar or other lasting effect. The devil and the character
(lesser devils will often settle for three, greater devils for nine, and archdevils have no interest in such a paltry alternative) An exorbitant sum of gold plus the sacrifice of many humanoids in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
walls are carved with bas-reliefs of unicorns and bare-branched trees.
A detect magic spell reveals an aura of abjuration magic around the pillars. Touching a pillar while speaking the proper command
Statues Stored here are creatures that have been turned to stone by Halaster, as summarized in the Petrified Creatures table. Each can be restored to flesh with a greater restoration spell or similar
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
73. Trial of the Square The door to this area has a square carved into it. When the characters open the door, read: This room is filled with flying sheets of parchment, with writing on the pages
a row. Bloatbug: The mephit targets one creature within 30 feet of it that it can see, which immediately increases its weight by 50 percent. Any spell that ends a curse, such as greater restoration
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wings forming the door frame. Draconic letters are carved into the floor in front of the double door.
A detect magic spell reveals an aura of conjuration magic around each strand of silver thread. The
) necrotic damage on a failed save, or half as much damage on a successful one. The greater danger of the curtain is less obvious: if the double door is forced open, six wraiths emerge from the curtain
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Amulet of the Black Skull Wondrous item, very rare (requires attunement) This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It
in a random unoccupied space within 100 feet of you. 71–95 You are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic. 96–00 You become petrified. This effect can be ended only with a greater restoration spell or similar magic.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Puzzle Features The mosaics, statues, and tiles are described below in greater detail. Mosaics The four wall mosaics depict the following: A water elemental crashes through a city wall in a huge wave
. In the center of the image is a triangle pointing downward. An earth elemental looms over a group of warriors. A triangle pointing downward with a horizontal line through it is carved into its chest
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Behir The behir lies in wait in this 50-foot-high cavern, its muscled, serpentine body woven through the stalagmites. Scars are carved into its hide in the form of arcane runes, placed there by
).
Lesser Magic. The behir casts color spray or sleep, requiring no components.
Greater Magic (Costs 2 Actions). The behir casts invisibility or misty step, requiring no components.
17d. Hoard of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
carved with images of snarling bears with long, sharp claws.
The shrine to the trickster god Obo’laka (represented by a zorbo) contains one of nine puzzle cubes needed to enter the Tomb of the Nine Gods
from this side, though three knock spells will do the trick. 19C. Sun Pool A glorious sun is carved on the ceiling, directly above a pool of still water. The ceiling reflected in the pool doesn’t show a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pillars carved to resemble spider legs support the balcony, which is enclosed by wrought iron railings shaped like webs.
Alcove. A deep alcove to the south contains a large pile of humanoid bones
20 Wisdom (Perception) check find a secret compartment in the fireplace that contains a potion of greater healing. 11d. Southwest Palace Quarters This room is like area 11c but contains no treasure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
scum cover its putrid surface, and yawning pits lie in wait beneath the murk to engulf careless wanderers. Cyclopean cities of ornately carved stone rise up from the bog, including the great city of
the infernal courts. No one is certain whether Asmodeus had some secret cause to dismiss the archdevil or whether he is testing Geryon’s allegiance for some greater purpose. Malbolge Malbolge, the sixth
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hoard. Any creature that takes treasure from this pile is haunted by horrible dreams every night lasting from dusk until dawn. The curse affects only the creature that did the pilfering and isn’t
short or long rest at night (resting during the day works normally, since the curse is dormant from dawn to dusk). A greater restoration or a remove curse spell cast on the creature ends the curse on it
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the greater good. Order of the Red Robes Inspired by the neutral god Lunitari, the Red Robes help others when it suits them and use their gifts for their own enrichment as they desire. Mages of the
some cases, the test has lasting consequences for an applicant’s life beyond the order. Renegade Mages If a spellcaster leaves or is thrown out of the Mages of High Sorcery, or they fail the Test of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(see appendix C) avails herself of her lair actions here. Demonic Snake Statue At the north end of the room is an alabaster statue carved to look like the head and neck of a giant demonic snake
any hope of lasting peace between giants and the small folk. Once the dragon leaves, the yuan-ti attempt to flee the dragon’s lair by the safest route, attacking anyone in their way. A yuan-ti that is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
proclaimed that githyanki who proved themselves skilled in battle would ascend to an even greater paradise. A long lifetime of service would earn any githyanki a journey to the boundless delights of her
Vlaakith: she knows how to build fanatics. But alas, fanatics are good for nothing of lasting consequence.
The Bitter Truth In the time since Vlaakith made this promise to her people, she has called
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Lance. Eberron In the aftermath of a deadly war, magically advanced nations rebuild as a cold war threatens lasting peace. Exandria Heroes make names for themselves in the world made popular by the
to the campaign—and record them in your campaign journal. What Roles, If Any, Do the Gods Play? What greater gods, lesser gods, and quasi-deities are present or worshiped in your world? If there are
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
justice. Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace. Innocence. All people begin life in an innocent state, and it is their environment or
along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
with its surface carved to depict feathers. The statue is wearing a feathered headdress and a feathered robe. Lying across its lap in its open palms is a scepter of gold and silver with an eagle’s head
nahual’s corpse to restore the petrified character. A greater restoration spell also works, before or after the nahual has been slain.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
river and that soon enough humans will build a new, greater city on its banks. He invites the characters to rest here under his protection and tell him how the world has changed. Amanisha has no
conjures a water elemental that resembles Adirohit An intricately carved jade statuette depicting a muscular version of Adirohit, worth 500 gp A waterproof sack containing a length of the finest silk bastra, embroidered with pearls worth 250 gp
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
black tentacles, fly, greater invisibility, lightning bolt, mage armor, magic missile, misty step, sending, shield, sleep, spider climb, web, and witch bolt. 11c. Arch Gate to Level 2 Drow. Two male
drow (Kalanszar and Tsabalin) and a female drow elite warrior (Talafaere) rest here.
Arch Gate. An archway is set in the back wall and carved with images of falling coins. A thin slot is carved into
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
githzerai steer clear of area 24d and the hallway that leads to it unless they need to use the trap to escape a greater danger. 24b. Resting Chamber The githzerai use this chamber to sleep and
and ready themselves for combat if they detect intruders.
Arch. A stone arch is embedded in the middle of the south wall. Carved into the arch’s keystone is an image of a six-fingered gauntlet.
The






