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Returning 35 results for 'prevents away and his corrupt'.
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prevent away and his corrupt
precepts away and his corrupted
present away and his corrupted
present away and his corrupt
prevent away and his correct
Magic Items
Dungeon Master’s Guide
trying to move as far away from you as it can, and it can’t make Opportunity Attack;Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents
Spells
Player’s Handbook
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access
held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.
When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.
Spells
Player’s Handbook
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is
trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.
A creature inside the cage can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The wastrilith can breathe air and water.
Corrupt Water. At the start of each of the wastrilith’s turns, exposed water within 30 feet of it is befouled. Underwater, this effect
lightly obscured;lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates.
A creature that consumes this foul water or swims in it must make a
Monsters
Tales from the Yawning Portal
spend its turns trying to move as far away from Erky as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action
or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Erky can use this feature once after each short or long rest.Club
Monsters
Mordenkainen Presents: Monsters of the Multiverse
native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them.Meazels are malicious hermits who fled to the Shadowfell to escape their
can step from one pool of darkness into another one, using this talent to ambush prey. Sometimes they snatch victims around the throat with their strangling cords and then step away; other times they
Monsters
Fizban's Treasury of Dragons
its hit points. Casting a wish spell on the unconscious creature rids it of the infestation and prevents it from turning into a mind flayer.The dragon can take 3 legendary actions, choosing from the
away when a colony manages to capture a dragon. Teams of mind flayers bind the dragon, which is subject to a gruesome transformation as the elder brain latches onto the dragon’s back and digs its
Monsters
Curse of Strahd
.
Exile. Rahadin was exiled for refusing to bow down to a dusk elf prince whom he considered weak and corrupt. When the dusk elves later declined to pay fealty to King Barov, Rahadin helped Barov
all of his master's affairs and began searching for a woman who could tear Strahd away from Patrina Velikovna. In this task, he failed. His goal was fulfilled, however, when Sergei, Strahd's brother
Monsters
Van Richten’s Guide to Ravenloft
10 feet away.
Silver Longsword. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Silver Longsword"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation
hunting monsters, it would also hunt the seeds of evil that can corrupt a person.
Ulmed and his friends Cosima, Ansel, and Tristian organized the inquisition into three orders, with each one
Demogorgon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Spiraling Depths, Demogorgon is the embodiment of chaos, madness, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the
me. They might try to take it away from me!”
Poison; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksCold, Fire, Lightning
Backgrounds
Baldur’s Gate: Descent into Avernus
the behaviors common to corrupt guards and military officers a mile away. While awareness of such corruption doesn’t equate to evidence of it, and your sense certainly isn’t foolproof, your
Knock
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access
target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Mace of Terror
Legacy
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Magic Items
Basic Rules (2014)
succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it
can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it
Wastrilith
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Amphibious. The wastrilith can breathe air and water.
Corrupt Water. At the start of each of the wastrilith’s turns, exposed water within 30 feet of it is befouled. Underwater, this effect
lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates.
A creature that consumes this foul water or swims in it must make a DC 18
Wand of Fear
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet
of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use
Forcecage
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage's area is
trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the
monsters
away as possible from the familiar, moving by the safest route. Success: Half damage only.
Invisibility. The familiar casts Invisibility on itself, requiring no spell components and using Wisdom as
serve wicked masters, they also delight in playing the part of dutiful servants to corrupt spellcasters who aren’t evil.
Secret. Vermin familiars are gripped by deep-seated fears shared by the vermin forms they inhabit, and as such, are terrified of dogs and other canines.
Kobold
Legacy
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Species
Volo's Guide to Monsters
invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous
erect a railing or a wall that prevents them from falling off the edge — high enough to protect a kobold but low enough to serve as a tripping hazard for a larger creature.
Those of other humanoid
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
disaster.
3
I stood alone against a terrible monster.
4
I stole from a corrupt merchant to help the poor.
5
I led a militia to fight off an invading army.
6
I broke into a tyrant
no one can steer me away from my higher calling. (Any)
d6
Bond
1
I have a family, but I have no idea where they are. One day, I hope to see them again.
2
I worked the land
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked
time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
items of interest, and prevents characters from foraging. A slow pace improves chances of foraging. However, even while traveling at a slow pace, the characters and the NPCs can’t use stealth, since they
are too large a group to go unnoticed. Stealth is an option only for a smaller scouting party traveling away from the main force (see “Scouting”).
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked
time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
items of interest, and prevents characters from foraging. A slow pace improves chances of foraging. However, even while traveling at a slow pace, the characters and the NPCs can’t use stealth, since they
are too large a group to go unnoticed. Stealth is an option only for a smaller scouting party traveling away from the main force (see “Scouting”).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck
, during which time the target can be opened and closed. When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck
, during which time the target can be opened and closed. When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck
, during which time the target can be opened and closed. When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
, but you will not rest until you have shown their lies as corrupt and untrue. Your beliefs, and your willingness to speak that truth, have put you in danger from the authorities. You travel the road or
she knows things. I’m keeping my cats away from their yard just in case. I expect the Inquisitors to investigate soon. Because I told them about her.
—Nosy Castinellan Neighbor
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to
escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t make Opportunity Attacks. For its action, it can use only the Dash action or try to
escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Blacktongue Isle Deep Water. The ground falls away at all entrances to this 30-foot-high cavern, whose water is 30 feet deep.
Island Village. A dozen crude shacks sit atop a muddy, horseshoe
a submerged net that prevents fish from finding their way inside. The Blacktongues keep their unborn eggs in this pool, hidden among submerged stands of thick-fronded fungus.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it
can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t make Opportunity Attacks. For its action, it can use only the Dash action or try to
escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it
can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Blacktongue Isle Deep Water. The ground falls away at all entrances to this 30-foot-high cavern, whose water is 30 feet deep.
Island Village. A dozen crude shacks sit atop a muddy, horseshoe
a submerged net that prevents fish from finding their way inside. The Blacktongues keep their unborn eggs in this pool, hidden among submerged stands of thick-fronded fungus.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to
escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn.