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Returning 35 results for 'some of remove designed visible'.
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Magic Items
Forgotten Realms: Adventures in Faerûn
While inactive, the mobility wonder resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms
into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Magic Items
Forgotten Realms: Adventures in Faerûn
designed to assist with household duties. It vaguely resembles whatever species its creator used as inspiration. An activated domestic wonderuses the Domestic Wonder stat block. The wonder is an ally to you
resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms into a personal transport device and
Ring of Mind Shielding
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until
Hexblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Van Richten’s Guide to Ravenloft
unusual crown, often called an eldercross or a witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible
DM is free to add or remove languages from that list for a particular campaign.
If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.
Creature
Monsters
Quests from the Infinite Staircase
the next round (losing initiative ties) to investigate.
Lighting. The sky above the garden is a perpetual twilight range of orange, red, pink, and yellow hues with no visible sun, moon, or stars
or the Palace of Spires. On a successful save, the creature’s memories remain intact, but they’re hazy and dreamlike. A Remove Curse or Greater Restoration spell restores the creature
Strahd von Zarovich
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Curse of Strahd
apparition has the statistics of a specter.
Strahd targets one Medium or smaller creature that casts a shadow. The target’s shadow must be visible to Strahd and within 30 feet of him. If the
target fails a DC 17 Charisma saving throw, its shadow detaches from it and becomes a shadow that obeys Strahd’s commands, acting on initiative count 20. A greater restoration spell or a remove
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
also mentioning who’s next, prompting that character’s player to think ahead. Open List You can track Initiative on a list that is visible to the players using any of the following tools: A
your DM screen A virtual tabletop program you’re using or a group text chat Magnets, clothespins, or an accessory designed to represent the Initiative order spatially An open list makes everyone
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
round (losing initiative ties) to investigate. Lighting. The sky above the garden is a perpetual twilight range of orange, red, pink, and yellow hues with no visible sun, moon, or stars. During
Palace of Spires. On a successful save, the creature’s memories remain intact, but they’re hazy and dreamlike. A Remove Curse or Greater Restoration spell restores the creature’s memories. Time. Time
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
door to area 36c. Dwarvish runes are inscribed above each lever.
The pit is a trash compactor designed to flatten garbage into sheets that can be easily carted away and disposed of. The first lever
it, becoming visible as they do so.
Bunk Beds. Four stone bunk beds are pushed against the long walls of the room.
The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
.
The hallway extends only 5 feet beyond the arch. The western wall is a cleverly painted mural designed to give the illusion of depth and reality, and the obscuring effect of the poison gas contributes
instead take 10 minutes to remove the plate from the floor, requiring the same sort of check as for an attempt to block the plate from moving. A failed check in this case means another 10 minutes of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
canyons of the Northern Wastes Golem. The golem resembles a proud-looking human with fine robes and an aura of sunbeams around its head. The magic that animates the golem was designed to safeguard the gate
, but it has malfunctioned. The golem goes berserk (as per its Berserk trait). The golem remains in that state as long as other creatures are visible. Stabilizing the Gate. Magical energy flickers in
Magic Items
Infernal Machine Rebuild
Anything poisonous within 50 feet of you is automatically detected and marked by the image of a small frog that is visible only to you.
A dozen small frogs constantly follow you around, chirping loudly
As a bonus action, you can choose one creature within 10 feet of you and know one secret about it, as determined by the DM.
The remove curse, lesser restoration, and greater restoration spells have no
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
crosses from one side of the pit to the other, the rune disappears and imprints itself as a death mark on a visible portion of the creature’s face or body. The mark disappears when its bearer dies or
when the vampire is destroyed. Only a wish spell or a deity can remove a death mark otherwise. The sarcophagus at the bottom of the pit is a 2,000-pound chunk of hollowed-out alabaster. Zorak
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
them forever, without destroying their usefulness. You have the opportunity to discover their hiding places in your struggle against their cult allies. Together, we can remove them as a threat to us
a +4 bonus. Clerics and paladins of good-aligned deities take a –6 penalty. Other characters wearing visible signs of worshiping any good-aligned deity take a –4 penalty. A character takes a –4
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
visible as they flutter by. A metal plate bolted onto the far wall is set with a ghostly lever.
The flying pages are from a spellbook and are destroyed if they take any amount of fire damage. A
or remove curse, ends the effect and returns the creature to its normal weight. Frogspittle: Each creature in the room must succeed on a DC 10 Constitution saving throw or take 9 (2d8) poison damage
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
causes the faerie dragon to become visible — after which it can move, cast a spell that doesn’t require concentration (such as color spray or hallucinatory terrain), and use its bonus action to turn
casting a spell that requires concentration, trusting that its images will protect it while it maintains concentration on the spell. If Otto succeeds in incapacitating a guest, it tries to remove the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
them forever, without destroying their usefulness. You have the opportunity to discover their hiding places in your struggle against their cult allies. Together, we can remove them as a threat to us
+4 bonus. Clerics and paladins of good-aligned deities take a –6 penalty. Other characters wearing visible signs of worshiping any good-aligned deity take a –4 penalty. A character takes a –4 penalty
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
with a successful DC 12 Wisdom (Perception) check and can use an action to try to remove it, doing so with a successful DC 10 Dexterity check. On a check that fails by 5 or more or if a character opens
decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by a remove
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Strength (Athletics) check.
Desk. A beautiful rolltop desk contains quill pens, jars of ink, blank scrolls, notes, notebooks, and 1d6 empty copper scroll canisters designed to fit inside the pneumatic
shrine almost resembles a lantern, designed to be easily transportable. Contained inside is a black basalt statuette of Lolth in her drow form, strung with cobwebs. A detect magic spell reveals an
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
dwarf “coat racks” are moving slightly. Both are designed to serve as attendants and use the duodrone stat block. Without professors to control them, the coat racks attack the characters either when
defeated. Students caught breaking into Captain Dapplewing’s Manor after hours face punishment C8. Kitchen Pots, pans, cooking utensils, fire pits, and dry goods are tucked into every visible corner of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
turn is starting, consider also mentioning who’s next, prompting that character’s player to think ahead. Open List You can track Initiative on a list that is visible to the players using any of the
Initiative order across the top of your DM screen A virtual tabletop program you’re using or a group text chat Magnets, clothespins, or an accessory designed to represent the Initiative order spatially An
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from
the shield. Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from
shield. Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
restore their hit points and remove their injuries. Enlarged Duergar Panicked Ten-Towners rush past you—not to escape the dragon but to get away from a heavily armored, gray-skinned dwarf as big as
duergar gets within striking distance, it attacks and becomes visible. Following its initial attack, it uses an action to increase its size, then presses its attack. Malevolent Townsfolk
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(including tiny black pearls for its eyes), and worth 1,500 gp. It weighs 5 pounds and contains two items: a small jade key shaped like a crocodile (designed to fit in the keyhole in area 62B) and a
successful one. The wearer of the necklace fails the saving throw automatically. A remove curse spell or similar magic removes the curse from the necklace. Sarcophagus. The sarcophagus contains the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
trap are freed from its effects and float to the ground safely. Faceless Malice Haunt Bonus +2 This haunted trap affects a 15-foot-cube in front of an ornate mirror hanging on a wall. When a visible
12 Wisdom saving throw or be blinded, deafened, and rendered unable to speak for 1 minute. Additionally, an illusion makes it appear that the creature has had its face erased. The remove curse spell
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
formation’s light. Gem Formation. The crystal formation doesn’t just change color; it constantly changes from one type of gemstone into another. As an action, a creature can try to carefully remove pieces of
DC 18 Intelligence (Arcana) check intuits its purpose and property. Secret Door. A secret door in the south wall leads to the Fates room (area 10). This door is easily visible if approached from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. The Scavenger The Scavenger is a 290-foot-long, 50-foot-wide, 25-ton spelljamming vessel — a ship designed to travel through space. Halaster detected the vessel as it orbited Toril and lured it
ballistae, one per weapon. Hatch. Not visible from the floor of the cavern is an open hatch with a ladder that descends to area 13b. A ballista is a Large object with AC 15, 50 hit points, and immunity
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
causes the secret door in the south wall to slide shut and lock. No keyhole or visible opening mechanism can be found on the secret door. The secret door remains sealed until the characters escape from
Oysters. There are dozens of snails and oysters clinging to the walls. A character can use an action to remove an oyster or snail from a wall, crack it open, and eat it. The first time an oyster or
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
combat with the animated armor in Area 1 lasts two rounds. Approaching the Townhouse The mist from the continuing rain fills the otherwise empty street. No lights are visible inside Anton’s townhouse
. Adjusting the Encounter
Here are suggestions for adjusting this encounter:
Less Challenging: Remove the Animated Flying Sword. The Animated Armor has 21 Hit Points.
More Challenging: The Animated
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
-shifting fractals that periodically coalesce into scenes from worlds throughout the multiverse. Each window is a planar portal to the world currently visible in the window. Usually these images are random
the Remove Curse spell or similar magic. If this effect reduces the creature to 0 hit points, it dies. The grove gets its name from the unusual will-o’-wisps that inhabit it. These will-o’-wisps—thought
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, adult and ancient dragons are designed to be challenging encounters all on their own, but even a younger dragon can be a handful as a solo enemy. On the other hand, adding minions to a dragon encounter
better.
10 When the dragon is agitated, the regional effects that alter the terrain around the lair create visible changes around the dragon each round.
11 Factions and grudges within the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
climbing them without gear requires a successful DC 20 Strength (Athletics) check.
Crystal Windows. Some rooms have oval windows made of thick, transparent crystal. These windows were designed to
are 30 feet tall and made of barnacle-covered stone with rusty iron hinges. Their handles are 13 feet above the floor. Secret doors are similar in size but lack visible hinges and handles. A Huge giant