Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'non causes revealing pdf'.
Other Suggestions:
non cause repelling pdf
non casts repelling pdf
non caused repelling pdf
non cause revealing pdf
non case repelling pdf
Monsters
Ghosts of Saltmarsh
succeed on a DC 12 Constitution saving throw or contract bluerot (see the “Bluerot” sidebar).
Reveal (1/Day). The drowned assassin removes its mask, revealing its rotting face. Each
deadly precision. Hidden behind a simple driftwood mask, this creature’s face causes terror in mortal hearts when exposed.Poison
Monsters
Mythic Odysseys of Theros
up to her speed without provoking opportunity attacks.
Snaky Hair. Hythonia makes one attack with her snaky hair.
Petrified Earth (Costs 2 Actions). Hythonia causes stone spikes to erupt from the
medusa rising up anew, the last of her shed skin dropping away, revealing glistening, unscarred scales.
Fighting Hythonia as a mythic encounter is equivalent to taking on two challenge rating 17
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin
attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.Eladrin often enter the autumn season when they are overcome
Monsters
Mythic Odysseys of Theros
attack with her claws.
Swarm (Costs 2 Actions). Arasta causes two Swarm of Insects (Spiders) ;swarms of spiders (see the Monster Manual) to appear in unoccupied spaces within 5 feet of her.
Toxic Web
ground ripples and bursts over the monster, revealing itself as a wave of countless spiders. The tiny arachnids swarm the larger horror, girding it in skittering bodies.
Fighting Arasta as a mythic
Demonomicon of Iggwilv
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Tasha’s Cauldron of Everything
chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter
do so, you can add double your proficiency bonus to the check.
Fiendish Scourging. Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against
Autumn Eladrin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin
"} psychic damage.Foster Peace. If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
might join with rebels fighting against oppression, and others might become champions of moral causes.
HAUGHTY BUT GRACIOUS
Although they can be haughty, elves are generally gracious even to those
who fall short of their high expectations—which is most non-elves. Still, they can find good in just about anyone.
Dwarves. “Dwarves are dull, clumsy oafs. But what they lack in humor
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Variety in All Things
Humans are the most
, humans champion causes rather than territories or groups.
Human Names and Ethnicities
Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents
Backgrounds
Guildmasters’ Guide to Ravnica
ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
members are former members of other guilds.
Roll twice on the Simic Contacts table (for an ally and a rival) and once on the Non-Simic Contacts table.
Simic Contacts
d8
Contact
1
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the amber glaze that covers the wall, hinting at the presence of the door. It is warded by an arcane lock spell that prevents it from being opened, but knocking on the door three times causes it to
swing open for 1 minute, revealing a dusty stone staircase. The stairs climb 30 feet to another secret door that swings open automatically when a creature moves within 5 feet of it. The stairs lead to area X30.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
correctly on the shrine,
Celestial beds for four of nine.
Solving this puzzle causes a secret compartment in the altar to open, revealing treasure hidden within. The compartment can’t be opened in any other way.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
secret door. A character who searches the interior of the fireplace and succeeds on a DC 15 Wisdom (Perception) check notices dwarven hand prints in the soot on the back wall. Pushing on the secret door causes it to swing open on hidden stone hinges, revealing area A29 beyond.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and the gloom shrink from its brilliance as the sunlight causes the gravestone to crack and crumble, revealing a ring within. The sunray lasts for 1 minute. If the characters smash the gravestone
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1 foot per hour until the tunnels are completely flooded. However, chipping away at any of the cracks causes more of the ceiling to collapse, doubling the amount of water pouring into the complex but
also revealing a diverted underground river that is the source of the water. Once the water level rises to the ceiling, the flow is slowed and the characters can swim upward for 30 feet to reach the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
steady series of new residents over long years.
Creatures. A group of five monks led by an elder monk can be found here at any time, sleeping, eating, and taking part in decidedly non-monastic
can be worked to access hidden compartments, revealing 10d10 gp worth of loose coins, three uncut sapphires (50 gp each), and a map showing the route to a cache of stolen goods hidden near a thieves
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
displayed notes on the bone harpsichord. Any other character who tries to do so must make a DC 20 Intelligence (Performance) check. A successful check causes a decorative skull above the keys to fall
away, revealing the treasure (see “Treasure” below). On a failed check, the performer must make a DC 15 Constitution saving throw. If the saving throw fails, the performer takes 22 (4d10) necrotic
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
to other locations in time and space with a successful DC 20 Intelligence (Arcana) check. A failed check causes the characters to be misdirected physically or temporally, as you determine. If the
), and which is forced to use its powers as Ursas demands. Though the quarut is programmed to prevent it from revealing its plight outright, it might provide clues during the adventure that all is not as it seems.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes. HAUGHTY BUT GRACIOUS
Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations—which is most non-elves. Still, they can find good in just about anyone.
Dwarves
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
if rescued and provided healing and nourishment, he gladly aids the characters in any way. This includes telling the characters the general layout of the Temple of Moloch, and revealing Thessalar’s
vulnerability to magic potions and salves that restore hit points (see “Who Dwells Here?” in chapter 4). Manipulating Time Having a mechanical guide spend 1 charge in this area causes one of the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, nonliving material they grasp or caress with their tentacles. The imprinting causes imperceptible surface changes to the object, and abrasion or degradation of the material can cause the inscription to
Qualith inscription, however, can receive fragmentary insight into the multilayered thoughts contained within it. A non-illithid that wants to understand a Qualith inscription can make an Intelligence
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes. HAUGHTY BUT GRACIOUS
Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations—which is most non-elves. Still, they can find good in just about anyone.
Dwarves
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
resets. Pulling the lever in the left nostril causes the mouth of the devil face to open wide, revealing a gullet filled with impenetrable darkness that pulls in everything in the room. Initiative
lever in the right nostril causes the devil’s eyes to glow red as all living creatures in the room (including the otyugh, if it’s still alive) are teleported in front of the devil face at area 5B, along
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
door. A knock spell causes the door to swing inward, revealing a dusty tunnel that ends at a downward-spiraling staircase. Forcing open the magically locked door requires a successful DC 25 Strength
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Revealing the Wynlings The characters might suspect Kasem is using a creature to harass the Tyenmo and Xungoon market stands—either due to stories from vendors or from what they’ve witnessed
turns invisible and flees. A character can convince a wynling to reveal itself by going to either Tyenmo Noodles or Xungoon Family Seafood and holding out a persimmon. Doing so causes at least one
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
signal the beginning of the end. Other signs also appear among the stars, the clouds, the seas, and world events, revealing the future to those who know how to interpret them. Divinatory Deck
lest they be destroyed along with it. Lost Causes. Those who don’t accept the teachings of the Heralds of the Comet are doomed to destruction, and they deserve pity. Initiates are taught to warn
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.
4 A panicked Talon mage recklessly casts destructive spells, catching zombies and soldiers in the effects.
5 A group of commoners attempts to flee the city, revealing a hidden gap in the
the portcullis beyond.
11 Zombies infiltrate the sewers and appear in a supposedly safe part of the city.
12+ Masses of zombies or a botched scheme by defenders causes a wall or tower to collapse.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the northern end of the east wall is sealed shut. If the torch is taken from the skeleton’s hand and placed back in the empty sconce, the secret door swings inward, revealing area K39 beyond. Removing
the torch from its sconce at any time causes the secret door to close and lock shut, becoming sealed as before. Characters can locate this secret door normally, but a successful check doesn’t reveal
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
its barnacle-encrusted hand crossbow with deadly precision. Hidden behind a simple driftwood mask, this creature’s face causes terror in mortal hearts when exposed. Drowned Assassin
Medium undead
or contract bluerot (see the “Bluerot” sidebar).
Reveal (1/Day). The drowned assassin removes its mask, revealing its rotting face. Each creature of the assassin’s choice within 30 feet of it that
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
section of the east wall has not yet been plastered or painted over, revealing the passageway to the chapel (area 14). The rhythmic chanting magically carried into area 3 grows louder still at the
words that compel the girallon into service. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the girallon to leave. Roll a d4. On a 1–2, the girallon checks in with Moghadam in area 1. On a 3–4, it goes to see Phenex in area 14.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
curtain at the end of the entrance hall.”
The visage splits down the middle as the double door swings open, revealing a decorated hallway in which discordant chamber music plays.
The visage can
until its outer surface is touched again. Creatures that want to leave Motherhorn by this route need only touch the inside of the double door, which causes it to swing open; it remains open until 10
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Perception 13
Languages Common, Elvish, Sylvan
Challenge 10 (5,900 XP)
Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom
18 (4d8) psychic damage.
Reactions
Foster Peace. If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
and don’t leave area 31. Destroying the monolith causes the limbs and the vestige within to vanish without a trace. Whether the vestige is destroyed or released is for you to decide. Mark of the Raven
monolith dwindles, and the shadowy limbs have disadvantage on attack rolls, ability checks, and saving throws. A character can use the amulet multiple times, but doing so causes the shadowy limbs to
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
diameter, can’t be removed while the talons clutch it. The pedestal is trapped. Touching the silver orb causes the talons to snap closed. A creature that tries to take the orb takes 11 (2d10) slashing
plate with a successful DC 13 Dexterity check using thieves’ tools, which causes the talons to open. A Medium or Small creature grappled by the talons can’t reach this pressure plate. Undamaged, the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the hemispherical cup the holder of the instrument will be teleported instantly to be spat out of the devil’s mouth at area 6, nude, while all non-living materials with the individual go to area 33
halts the flow for 3 rounds. Create or destroy water turns the blood to water. Disintegrate destroys all the blood. Levitate coagulates the blood and causes it to rise up as a Huge red ochre jelly
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
juts out of the east wall. Braziers heaped with hot coals do little to offset the cold air that blows through the arrow slits in the south wall.
The two duergar are hostile toward non-duergar. On
at the top of the fortress. Pulling the lever on the east wall causes the wheel to turn, opening the western half of the door; sliding the lever back to its original position closes it. X14. Workshop






