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Returning 35 results for 'mishap stone with only about for for leave'.
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Spells
Player’s Handbook
sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where
You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of
Magic Items
Dungeon Master’s Guide
Stone. Your Constitution increases by 2, to a maximum of 20.
Gifts of the Creator. You have proficiency with Brewer's Supplies, Mason's Tools, and Smith's Tools.
One with the Forge. You have Immunity
Magic action to touch the axe to a fixed piece of dwarven stonework and cast Teleport from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere
Magic Items
Dungeon Master’s Guide
.
21–30
An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and
Magic Items
Dungeon Master’s Guide
minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
Concentration required), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.
Hand of Vecna Spells
Spell
Charge Cost
Finger of Death
5
Monsters
The Wild Beyond the Witchlight
creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end
commands, the lion is pleased and allows them to remain in its presence. Characters who fail to show it deference are instructed to leave the tower at once, and the lion attacks those who refuse.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground
attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.
In addition to having an acute sense of smell, kruthiks can see in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to
series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Bite and Donjon Visit. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in
. The cone doesn’t function while the eye is closed or while the dreadnought is blinded.
Astral Entity. The dreadnought can’t leave the Astral Plane, nor can it be banished or otherwise
Monsters
Mordenkainen Presents: Monsters of the Multiverse
lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive
sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.
In addition to
Monsters
Fizban's Treasury of Dragons
needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake.Multiattack. The dragon makes one
Intelligence as the spellcasting ability (spell save DC 20):
1/day each: dissonant whispers, hold monster, meld into stone, telekinesis, teleportThe dragon can take 3 legendary actions, choosing from
Monsters
Fizban's Treasury of Dragons
needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.Multiattack. The dragon makes one
spellcasting ability (spell save DC 17):
1/day each: dissonant whispers, hold monster, meld into stone, telekinesisThe dragon can take 3 legendary actions, choosing from the options below. Only one
Monsters
Fizban's Treasury of Dragons
possessing it. The object uses the shard’s AC, and any damage dealt to the object applies to the shard’s hit points. The shard inhabits the object until it uses an action to leave; until it
cracked gemstone while the spirit slowly regains strength. Only if that stone is destroyed can the shard be put to rest.Cold, Necrotic, Poison, PsychicAcid, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Candlekeep Mysteries
Bound to Candlekeep. Miirym can’t leave Candlekeep and is immune to any effect that would place her in a location outside it, including an extradimensional space. If she dies, Miirym regains
that distance appear transparent and don’t prevent light from passing through them. This vision can penetrate 5 feet of stone, 3 inches of common metal, and up to 10 feet of wood or dirt. Thicker
Monsters
Fizban's Treasury of Dragons
leave the lair once it has begun.
4
A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew.
5
A
another, having grown fond of the valuable ambergris they leave in their wake. Now whalers are scheming to kill the dragon.
4
A community of seal hunters reveres an ancient crystal dragon as the
Monsters
Fizban's Treasury of Dragons
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.Multiattack. The dragon makes one Bite attack and two Claw attacks
emerald dragon has befriended a stone giant, who is teaching the dragon giant folklore.
2
A young emerald dragon lairs in abandoned bandit caverns also occupied by a friendly earth elemental, which
Magic Items
Keys from the Golden Vault
abide the book’s presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to
book, the spirit tries to leave the book and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM’s control until the intruding spirit is
Monsters
Fizban's Treasury of Dragons
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
for the time of day.
Crystal Profusion. Plentiful quartz crystals form in natural stone within 6 miles of the lair, particularly in places where natural light can shine on the crystals.
Icy Sight. Ice
Monsters
Fizban's Treasury of Dragons
and using Intelligence as the spellcasting ability (spell save DC 17).
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its
treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a subterranean
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20
to natural stone caves; these caves slope down to a subterranean pool that connects to the caldera lake via an underwater channel. When the volcano is active, the waters here bubble up into the caves
Meld into Stone
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into
Astral Dreadnought
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
way the cone faces. The cone doesn't function while the dreadnought's eye is closed or while the dreadnought is blinded.
Astral Entity. The astral dreadnought can't leave the Astral Plane, nor can it
other means except a wish spell or this creature's Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane
Pirate
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
board—boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?
You spent your youth
Tool Proficiencies: Navigator’s tools, vehicles (water)
Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or
Sailor
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
board—boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?
Skill
Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator’s tools, vehicles (water)
Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone
Monsters
Mordenkainen's Fiendish Folio Volume 1
intensity and volume until it reaches a piercing crescendo. At that moment, the stone of the outcropping shatters as a small flock of screaming devilkins erupts from the earth and take to the air
combination of panic, sensory overload, and confusion that leaves creatures reeling. Despite their evil nature, screaming devilkins rarely attack to kill. They much prefer to leave their victims badly
Bag of Beans
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks.
21-30
An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If
you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows
Backgrounds
Baldur’s Gate: Descent into Avernus
with all hands?
What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your
charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5 of the Player’s Handbook), a set of common clothes
Backgrounds
Guildmasters’ Guide to Ravnica
leave the Dimir and join this guild, but there is no escaping the Dimir.
8
I chose this guild at random or on a lark.
Dimir Guild Spells
Prerequisite: Spellcasting or Pact Magic class
3rd
gaseous form, meld into stone, nondetection
4th
arcane eye, freedom of movement
5th
modify memory
Your magic is meant to be subtle and undetectable, but
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
searching out new environments and seeing new vistas, they usually leave their lairs protected by servitors, allies, magic, traps, or some combination of these protections.
Deep Dragon Lair Features
A deep dragon lair might share the same basic structure as the sapphire dragon lair shown on map 5.12, but instead of being formed from stone, it might consist of chambers hollowed out within a fungus
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
environments and seeing new vistas, they usually leave their lairs protected by servitors, allies, magic, traps, or some combination of these protections.
Deep Dragon Lair Features
A deep dragon lair might
share the same basic structure as the sapphire dragon lair shown on map 5.12, but instead of being formed from stone, it might consist of chambers hollowed out within a fungus network growing near an
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can’t
Meld into Stone Level 3 Transmutation (Cleric, Druid, Ranger) Casting Time: Action or Ritual
Range: Touch
Components: V, S
Duration: 8 hours
You step into a stone object or surface large
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can’t
Meld into Stone Level 3 Transmutation (Cleric, Druid, Ranger) Casting Time: Action or Ritual
Range: Touch
Components: V, S
Duration: 8 hours
You step into a stone object or surface large
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
A26. Ghoul Bath Several ghouls gather here — a total of two ghouls plus one additional ghoul for each member of the party, not including sidekicks. The ghouls enter and leave the room through a 2
-foot-diameter hole in the east wall, which breaks into the chimney of area A14. In the middle of this room stands a carved stone tub filled with gnawed dwarven bones. The tub is equipped with a faucet
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, with the two groups blaming each other for every worksite mishap and grievance. They flee into the tomb if threatened, but fight with picks and shovels if cornered. Each worker uses the cultist stat
the stone slab in area 2. If approached, the handlers refer characters to Moghadam in area 1. If combat breaks out, they flee to area 2 and release the umber hulks, ordering them to dispose of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Waterdeep. His spies plucked the stone from the palace but were killed while trying to leave the city. The stone was stolen and passed from one hand to another like a common jewel until it wound up in the
performed the procedure trapped this knowledge within an artifact called the Stone of Golorr. The wizard disappeared shortly thereafter, and Dagult hid the stone in the Palace of Waterdeep. Dagult was
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lacks the courage to defy them and knows they won’t let her leave. She has a 4-foot-long stone flute and likes to play it here because the acoustics are favorable. She’s still learning how to play
10. Xorta’s Flute Xorta. The reclusive stone giant lairs here, shunning the rest of her family.
Bats. Ten giant bats cling to the cave’s roof, their wings wrapped tightly around their bodies as






