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Returning 35 results for 'next closes revelations pdf'.
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Monsters
Monster Manual
":"Piercing"} Piercing damage, and the target has the Poisoned condition until the start of the devilâs next turn. Until this poison ends, the target canât regain Hit Points.
Infernal Glaive
each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check.Fire, PoisonCold
Magic Items
Dungeon Masterâs Guide
the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter whatâs in it, the hole weighs
next to nothing.
If the hole is folded up, a creature within the holeâs extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature
Magic Items
Dungeon Masterâs Guide
lid closes. The lid canât otherwise be opened.
Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9
attack bonus) and doesnât require Concentration, but you otherwise function as the spellâs caster.
Once the cube summons a creature, the cube canât do so again until the next dawn
Monsters
Van Richtenâs Guide to Ravenloft
","rollDamageType":"psychic"} psychic damage and be stunned until the start of its next turn.A star spawn emissaryâs lesser form allows it to appear as any creature. Emissaries have no misplaced pride
-shattering revelations and cascading apocalypses. Only when truly threatened, or when their foes have lost all hope, do emissaries reveal their actual, impossible forms.
Forms of the Emissary
Star spawn
Monsters
Van Richtenâs Guide to Ravenloft
.
Warp Space (Costs 2 Actions). The emissary causes the ground in a 20-foot square that it can see within 90 feet of it to turn into teeth and maws until the start of its next turn. The area becomes
undermine perceptions of order, trust, and reality on global scales, readying worlds for sanity-shattering revelations and cascading apocalypses. Only when truly threatened, or when their foes have
Monsters
Out of the Abyss
beholder's next turn or until the beholder is incapacitated.
If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder
initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that
Magic Items
Tashaâs Cauldron of Everything
a random plane opens. The portal closes after 5 minutes.
26â45
2d4 imp;imps and 2d4 quasit;quasits appear.
46â60
1d8 succubus;succubi/incubus;incubi appear.
61â70
1 balor and 1 pit fiend appear. At the DMâs discretion, a portal opens into the presence of an archdevil or demon lord instead, then closes after 5 minutes.
91â00
Iggwilvâs
Monsters
Eberron: Rising from the Last War
. If it takes radiant damage, this trait doesnât function at the start of its next turn. Belashyrra dies only if it starts its turn with 0 hit points and doesnât regenerate.
Teleport. As a
Belashyrra. One random eye ray of Belashyrraâs shoots from that eye at a target of Belashyrraâs choice that it can see. The eye then closes and disappears.
Belashyrra creates a wave of
monsters
", "rollDamageType":"Piercing"} Piercing damage, and the target has the Poisoned condition until the start of the devilâs next turn. Until this poison ends, the target canât regain Hit Points.
Infernal
Saving Throw: DC 12. Failure: The target receives an infernal wound. While wounded, the target loses 5 (1d10) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a
Portable Hole
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter whatâs in it, the hole weighs next to nothing.
If the
one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
place in the initiative order and animates at the start of its next turn, provided that its body hasnât been completely destroyed.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
on a DC 17 Strength saving throw or the tyrant moves it up to 30 feet in any direction. The target is restrained by the rayâs telekinetic grip until the start of the tyrantâs next turn or
Beholder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
the beholder moves it up to 30 feet in any direction. It is restrained by the rayâs telekinetic grip until the start of the beholderâs next turn or until the beholder is incapacitated.
If
DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
you in the middle of a large room with machinery filling the eastern half.
A duergar stands in front of a double door in the north wall, and another is in the southeast corner next to a lever that
Shaft. The 10-foot-wide stone shaft descends 100 feet to area X6 and 200 feet to area X22. Ice Gate. The large stone wheel near the east wall is part of the mechanism that opens and closes the doors
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter whatâs in it, the hole weighs next to
originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
air, then closes its mouth and doesnât activate again until the next dawn. At one time, the statue would breathe a cone of ice and hail, but its magic has deteriorated over the years. The doors are unlocked and can be pushed open to reveal a dark foyer (area Q3).
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter whatâs in it
, the hole weighs next to nothing. If the hole is folded up, a creature within the holeâs extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
nothing. Then, as clearly as if it were happening right next to you, the houseâs front door creaks open and slowly closes, latching with a crisp click. Then, once again, nothing.
The characters must now contend with Strahdâs nightmare magic in Death House until they find and face the Darklord directly.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
in the nearest unoccupied space, and the lid closes. The lid canât otherwise be opened.
Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell
until the next dawn.
Cube of Summoning 1d6 Spell
1 Summon Aberration
2 Summon Beast
3 Summon Construct
4 Summon Dragon
5 Summon Elemental
6 Summon Fey
Conceptopolis, Andrew Mar Daernâs Instant Fortress, Cubic Gate,
Cube of Force, Cube of Summoning
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter whatâs in it
, the hole weighs next to nothing. If the hole is folded up, a creature within the holeâs extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter whatâs in it, the hole weighs next to
originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Eric Downloadable PDF Equipment Shield of the Cavalier
Chain Mail
Flail
8 Javelins
Dungeoneerâs Pack
Dice Set
Fine Clothes
Perfume
Shield of the Cavalier Armor (Shield), Very Rare
canât be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it canât be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Eric Downloadable PDF Equipment Shield of the Cavalier
Chain Mail
Flail
8 Javelins
Dungeoneerâs Pack
Dice Set
Fine Clothes
Perfume
Shield of the Cavalier Armor (Shield), Very Rare
canât be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it canât be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Bobby Downloadable PDF Equipment Thunderous Greatclub
4 Handaxes
Explorerâs Pack
Carpenterâs Tools
Healerâs Kit
Iron Pot
Shovel
Travelerâs Clothes
Thunderous Greatclub Weapon
the fissure opens collapses into the fissure. Once you use this property, it canât be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Bobby Downloadable PDF Equipment Thunderous Greatclub
4 Handaxes
Explorerâs Pack
Carpenterâs Tools
Healerâs Kit
Iron Pot
Shovel
Travelerâs Clothes
Thunderous Greatclub Weapon
the fissure opens collapses into the fissure. Once you use this property, it canât be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
portal to a random plane opens. The portal closes after 5 minutes. 26â45 2d4 imps and 2d4 quasits appear. 46â60 1d8 succubi/incubi appear. 61â70 1d10 barbed devils and 1d10 vrocks appear. 71â80 1
lord instead, then closes after 5 minutes. 91â00 Iggwilvâs Curse (see the Iggwilvâs Curse property). Iggwilvâs Curse. When the Crook was last used against Iggwilv, the Witch Queen lashed out at the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the stone key from area 14a on level 2 is inserted into the keyhole, the bas-relief and the key vanish as the gate opens for 1 minute. When the gate closes, the bas-relief reappears, and the key is
creature that passes through the gate appears in area 34b on level 6, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
are not permitted. Contenders must reach one of two shrines: either on Kiru Island or between the lakes called the Scars atop Anquara Plateau. Contenders may leave Pantara Lodge at dawn the next day
Valachan. Losers rot where they fall in the jungle. Violations of the rules are punishable by death. Chakuna closes her domainâs borders while the trial is underway and can change the huntâs rules on a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
piece is removed from the arch, it disappears, and the gate opens for 1 minute. When the gate closes, the piece removed from the arch magically reappears in its proper place, and a different piece
that passes through the gate appears in area 9b on level 20, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
, the statue breathes the next three times someone moves into or through the warded area. After four breaths, the statue retreats to its room and the door closes. (The statueâs resting place is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Casting an arcane lock spell on the statue closes the eyelids on all the robeâs eyes and deactivates the statue. Encompassing the statue in a darkness spell suppresses the trap for the duration. Arch Gate
through the gate appears in area 39b on level 14, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
tavern, the staff, layout of the building, and decor shouldnât change much from one visit to the next. That said, changes can occur as a result of the charactersâ actions or of actions they learn about
. When the adventurers kill a monster, it stays dead, unless someone raises it. When they remove treasure from a room, it doesnât reappear the next time they enter â assuming it hasnât been stolen from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1 minute. When the gate closes, a different random gear pops out slightly, causing all the gears to lock again. Characters must be 11th level or higher to pass through this gate (see âJhesiyra
Kestellharpâ). The first creature to pass through the gate triggers an elder rune (see âElder Runesâ). A creature that passes through the gate appears in area 25b on level 10, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
lower social status, or if their poor manners reveal their inferior quality, they become targets of derision and the cityâs social scene closes to them. For more adventure ideas, consider the plots on
replaced by lifelike constructs, while the originals are held captive in the cellar beneath Alexandre du Cireâs House of Wax. A party member is the next target.
5 A crusader hunting the Red Death
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
climbing up a shaft that leads from the forge level to the fortressâs summit. The doors at the top of the shaft remain open until the dragon returns or until someone closes them by using the levers in
to Ten-Towns? If they continue their climb to the fortress, continue with the next section; if they pursue the dragon, move on to chapter 4.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
(area V17). The characters have about two hours to prepare for their heist before the museum closes. If the characters donât immediately go to the Gemstone Wing (area V13), museum guards notice their
human), a city watch veteran who rigidly enforces the rules Investigating Security Measures The museum is protected by several security measures after it closes at 8 p.m. Alarms. Audible alarm spells






