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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    , memories, and abilities, but none of the originalâs equipment. The creatureâs original remains, if any, become inert and canât be revived, since the creatureâs soul is elsewhere.
                                                
                                            
                                                
                                                     choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.
If the original creature dies after
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.
When you cast this spell, you
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    , impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons. The golem remains a noncombatant unless it is directly attacked.
The Sapphire
The sapphire is inside the
                                                
                                            
                                                
                                                    .
The disk can be removed to reveal the glowing sapphire only when the golem receives a command to use its power from someone whose commands it obeys. Otherwise, the sapphire remains hidden. The
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     none of its class features or other abilities. The transformation is permanent and can be undone only by a wish spell. Despite appearances, the psurlon ringer is still an Aberration, and other psurlons
                                                
                                            
                                                
                                                     corpse and on each other until only one remains. This worm crawls out of the putrescent remains of its dead host as an adult psurlon.Psychic
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 27 (6d8);{"diceNotation":"6d8","rollType":"damage","rollAction":"Demonic Weapon
                                                
                                            
                                                
                                                     demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action.
PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 27 (6d8);{"diceNotation":"6d8","rollType":"damage","rollAction":"Demonic Weapon
                                                
                                            
                                                
                                                    ;t summon other demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action.The molydeus can take 3 legendary actions, choosing from the options
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     is present. When two or more matron mothers gather within a temple of their goddess, none of them can use it as their lair.
Lair Actions
On initiative count 20 (losing initiative ties), the drow
                                                
                                            
                                                
                                                     Manual). The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and canât summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     attack roll, the target is decapitated and dies if it fails a DC 20 Constitution saving throw and canât survive without that head. A target is immune to this effect if it takes none of the damage
                                                
                                            
                                                
                                                     martyrsâ remains until the martyrs are called back to life to oppose a world-changing foe.
2
Gather the lost shards of a dead godâs petrified body, and reunite them on the altar in the
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    .)
Destroying the staff would release the spirits trapped inside it, but in that event, Khelbenâs spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben&rsquo
                                                
                                            
                                                
                                                    ;s spirit has the staffâs Sentience property but none of its other properties. As long as this piece of the staff exists, Khelbenâs spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again.
                                                
                                            
                                        
                                                    Clone
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.
                                                
                                            
                                                
                                                     120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the
                                                
                                            
                                        
                                                    Mirage Arcane
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could
                                                
                                            
                                                
                                                     a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.
The illusion includes
                                                
                                            
                                        
                                                    Molydeus (Summoner Variant)
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Mordenkainenâs Tome of Foes
                                                    
                                                
                                            
                                                     rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or
                                                
                                            
                                                
                                                    "} chasme;chasmes, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can't summon other demons. It remains for 1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     coming! Everyone must hide!â It then flees. The characters can follow the fleeing ghost to an old burrow, where it disappears. Within the burrow, Udhaskâs skeletal remains lie next to a stone bed
                                                
                                            
                                                
                                                     100 gp gems and a potion of invisibility. Development Collecting Udhaskâs bones and taking them to Burrow Warden Jadgerâs ghost in area 8 completes one of Jadgerâs tasks.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Stirges Notorious, Clinging Bloodsuckers Habitat: Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Urban; Treasure: None Stirges are bat-size vermin with dagger-length proboscises that
                                                
                                            
                                                
                                                     result from the Stirge Roosts table to inspire where stirges might lurk.  Stirge Roosts   1d4 Between Hunts, the Stirge Lurks In...   1 The attic or furniture of a ruined building. 2 A cave or narrow crevice. 3 A hollow tree or thicket. 4 The remains of a gigantic, dead creature.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     physically identical to the original and has the same personality, memories, and abilities, but none of the originalâs equipment. The original creatureâs physical remains, if they still exist, become inert and canât thereafter be restored to life, since the creatureâs soul is elsewhere.
                                                
                                            
                                                
                                                     spellâs casting and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     identical to the original and has the same personality, memories, and abilities, but none of the originalâs equipment. The creatureâs original remains, if any, become inert and canât be revived, since the creatureâs soul is elsewhere.
                                                
                                            
                                                
                                                     spellâs casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     identical to the original and has the same personality, memories, and abilities, but none of the originalâs equipment. The creatureâs original remains, if any, become inert and canât be revived, since the creatureâs soul is elsewhere.
                                                
                                            
                                                
                                                     spellâs casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     physically identical to the original and has the same personality, memories, and abilities, but none of the originalâs equipment. The original creatureâs physical remains, if they still exist, become inert and canât thereafter be restored to life, since the creatureâs soul is elsewhere.
                                                
                                            
                                                
                                                     spellâs casting and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     mirror with an engraved stone frame. This mirror is one of Halasterâs magic gates (see âGatesâ).
 Dwarf Remains. The badly rotted corpses of four dwarves lie in a semicircle in front of the mirror
                                                
                                            
                                                
                                                     it. Characters who search the remains find some treasure (see âTreasureâ). Mirror Gate to Level 1 Worked into the mirrorâs stone frame is an image of a wizard pointing a wand. This gateâs rules are as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     two races whose enmity endures to this day. What these tall, gaunt creatures were like before the mind flayers enslaved and changed them, none can say. Not even the original name of their race
                                                
                                            
                                                
                                                     remains from that distant time. âThe githyanki and the githzerai were so profoundly scarred by their enslavement to the mind flayers that they forgot they were one race, united. Having won their freedom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground. When you cast this spell, you can designate any creatures you choose, and the spell ignores them. Using
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Zombies Relentless Reanimated Corpses Habitat: Planar (Shadowfell), Underdark, Urban; Treasure: None ANDREY KUZINSKIY  A tiefling tries to hide in the midst of a zombie horde Zombies are unthinking
                                                
                                            
                                                
                                                     commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances. Zombies are usually created from Humanoid corpses, but the remains of other
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Warhorse Skeleton Warhorse skeletons are obedient, supernatural steeds bearing the rotted remains of the barding they wore in life. Theyâre often ridden by the corpses of their former riders
                                                
                                            
                                                
                                                     Perception 9
 Languages None
 CR 1/2 (XP 100; PB +2)
 Actions
 Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Fate of Lord Viallis If the zealous cult leader died in his showdown with the characters, the cult is no more. Because Viallis shared none of his magical knowledge with his followers, any cultists
                                                
                                            
                                                
                                                     fruits of all his labor, his connection to Gaernoo remains strong, and he starts work immediately to regain what he has lost. Whether he returns to Waterdeep or emerges in some other location, his plots might spawn new adventures for the party.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Theater Level 9 Bastion Facility Prerequisite: None
 Space: Vast
 Hirelings: 4
 Order: Empower
 The Theater contains a stage, a backstage area where props and sets are kept, and a seating area
                                                
                                            
                                                
                                                     character who remains in the Bastion for the entirety of the production can serve as the concertâs conductor or the productionâs director. Performer. A character who remains in the Bastion for the entirety
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , and none can say whether they are lifeless rocks or thriving worlds. Some sages believe that the moons are connected to the planes, or that they might even be physical extensions of the planes, but
                                                
                                            
                                                
                                                     the truth of these assertions remains unknown. No other planets have been discovered within Eberronâs Material Plane. The underworld of Khyber, however, contains a host of demiplanes, tiny pockets of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     miners hard at work. Below them, nearly two dozen skeletons in rusted scraps of armor are scattered across the cavern floor. Some are dwarf skeletons, while others are orc remains. Half a dozen large
                                                
                                            
                                                
                                                     brass lanterns stand in niches or on ledges around the cavern, but none are lit.
 Clinging to the ceiling like bats are ten stirges. The monsters find scant living prey in the mines, and they are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     from Eberron has ever explored the moons. None can say whether they are lifeless rocks or thriving worlds in their own right. Some sages believe that the moons are actually connected to the planes, or
                                                
                                            
                                                
                                                     that they might even be physical extensions of the planes, but this remains a mystery. To date, no other planets have been discovered within Eberronâs material plane. However, the underworld of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     other sort of terrain. The terrainâs general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A
                                                
                                            
                                                
                                                     where none are present. The spell doesnât disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Skeletons Ossified Evil Habitat: Planar (Shadowfell), Underdark, Urban; Treasure: None Andrey Kuzinskiy  Adventurers face an onslaught from all manner of skeletons Skeletons rise at the summons of
                                                
                                            
                                                
                                                     necromancers and foul spirits. Whether theyâre the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Ochre Jelly Multiplying Amoeboid Hunter Habitat: Underdark; Treasure: None Mark Behm  Ochre jellies are giant, yellow-brown amoebas that digest organic creatures. They tirelessly hunt any prey
                                                
                                            
                                                
                                                     remains.  Ochre Jelly Leftovers   1d6 After a Meal, the Ochre Jelly Leaves Behind...   1 A bone etched with a word or an eerie symbol. 2 Broken dragonborn or tiefling horns. 3 An ornate prosthetic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     other sort of terrain. The terrainâs general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A
                                                
                                            
                                                
                                                     where none are present. The spell doesnât disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Shambling Mound Manifestation of Primeval Power Habitat: Forest, Swamp; Treasure: None Robson Michel  Shambling moundsâalso known as âshamblersââembody the tenacity of the wilderness, seeking only to
                                                
                                            
                                                
                                                     with vermin or fungi. 4 Made up of knotty vines entangling skeletons. 5 Mutated and leaking glowing pollution. 6 The remains of an ancient tree or a treant.  Shambling Mound Large Plant, Unaligned
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     shoulder 
   Bronze, held waist high  Pink held high overhead 
   Gray, held at shoulder  Black, at feet3 
   (None)  Pale violet, held at shoulder 
   Bright blue, at feet  (None) 
   White, held
                                                
                                            
                                                
                                                     high overhead  Red, held waist high4 
   Turquoise, held at shoulder  Buff, at feet 
   Scarlet, held waist high  (None) 
   Pale green, at feet  Indigo, held high overhead 
   1 An illusion covering
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     investigate, they find the remains of a pitched battle between the earth cult and the delegation from Mirabar. In a small dell a mile off the road, you find the remains of a battle. A dozen dead soldiers lie
                                                
                                            
                                                
                                                     craters and rock jumbles as the effects of powerful earth-based magic. None of the Mirabar delegates are here, but almost all of their escorts were killed. The large cairn contains the bodies of five dead
                                                
                                            
                                        






