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Returning 35 results for 'barriers beyond diffusing constructed rod'.
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Magic Items
Dungeon Master’s Guide
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that
magic-items
The Battle Rod was developed as an alternative to the longer War Staff, and has gained popularity with wandslingers across Khorvaire. When held in two hands, you can use the rod to cast cantrips at
up to twice the standard range. However, when you cast a cantrip beyond the standard range, your attack rolls have Disadvantage, and targets have Advantage on saving throw;saving throws made against
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set
Monsters
Planescape: Adventures in the Multiverse
electricity from each of its ten eyes, synchronizing them to deadly effect.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy
modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Monsters
Planescape: Adventures in the Multiverse
identified by their seven flexible limbs.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Monsters
Icewind Dale: Rime of the Frostmaiden
grasp of language beyond that understanding, and can't be reasoned with or tricked with words.
Constructed Nature. A golem doesn't require air, food, drink, or sleep.Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Monsters
Planescape: Adventures in the Multiverse
have wormlike bodies studded with nine mechanical arms.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron
leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Monsters
Planescape: Adventures in the Multiverse
themselves, spinning them in a bludgeoning whirlwind.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully
leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Psychic
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
precious metal. They roam Wildspace in commandeered spelljamming ships, gathering the precious metals and crystals they need to build more of their kind. Clockwork horrors have no goal beyond replication
tiny rotating saws mounted at the tips of its forelimbs. A horror can also discharge bolts of lightning from a short lightning rod embedded in its body.
When a clockwork horror dies, the magic that
Monsters
Planescape: Adventures in the Multiverse
which end in powerful pincers.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Warforged
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold
and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
beyond — from the boundless vistas of the Elemental Plane of Air.
They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien
have historical ties to the Wind Dukes of Aaqa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the ritual, powerful magical barriers surround Teremini and her ritual components, which include the fifth rod piece. Stopping the Ritual. Argentia insists there must be a way to disrupt Teremini’s
Nightsedge’s soldiers seized the rod fragment from the peylon tree, the Blue Fire Wardens assaulted the Three Moons Vault. They refer to their attack as the Night of Blue Fire. Teremini, a renegade from
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the ritual, powerful magical barriers surround Teremini and her ritual components, which include the fifth rod piece. Stopping the Ritual. Argentia insists there must be a way to disrupt Teremini’s
Nightsedge’s soldiers seized the rod fragment from the peylon tree, the Blue Fire Wardens assaulted the Three Moons Vault. They refer to their attack as the Night of Blue Fire. Teremini, a renegade from
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the ritual, powerful magical barriers surround Teremini and her ritual components, which include the fifth rod piece. Stopping the Ritual. Argentia insists there must be a way to disrupt Teremini’s
Nightsedge’s soldiers seized the rod fragment from the peylon tree, the Blue Fire Wardens assaulted the Three Moons Vault. They refer to their attack as the Night of Blue Fire. Teremini, a renegade from
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
Rod of Lordly Might Rod, Legendary (Requires Attunement) Conceptopolis Rod of Rulership, Rod of Lordly Might,
Rod of Resurrection, Rope of Entanglement This rod has a flanged head, and it
Bard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
—knowledge of the people who constructed the monument and the mythic saga it depicts. A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant
beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and
Rod of Lordly Might Rod, Legendary (Requires Attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
Rod of Lordly Might Rod, Legendary (Requires Attunement) Conceptopolis Rod of Rulership, Rod of Lordly Might,
Rod of Resurrection, Rope of Entanglement This rod has a flanged head, and it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
Rod of Lordly Might Rod, Legendary (Requires Attunement) Conceptopolis Rod of Rulership, Rod of Lordly Might,
Rod of Resurrection, Rope of Entanglement This rod has a flanged head, and it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and
Rod of Lordly Might Rod, Legendary (Requires Attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and
Rod of Lordly Might Rod, Legendary (Requires Attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Disrupting the Ritual Alexandre Honoré To retrieve the fifth rod piece, the characters must stop Teremini Nightsedge’s
ritual to enshroud the Three Moons Vault in magical red moonlight Teremini’s
crystal is removed from its pillar. The ensuing chaos after the ritual is disrupted is an ideal time for the characters to seize the rod piece from Teremini, who is distracted as she rallies the vault’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Disrupting the Ritual Alexandre Honoré To retrieve the fifth rod piece, the characters must stop Teremini Nightsedge’s
ritual to enshroud the Three Moons Vault in magical red moonlight Teremini’s
crystal is removed from its pillar. The ensuing chaos after the ritual is disrupted is an ideal time for the characters to seize the rod piece from Teremini, who is distracted as she rallies the vault’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Disrupting the Ritual Alexandre Honoré To retrieve the fifth rod piece, the characters must stop Teremini Nightsedge’s
ritual to enshroud the Three Moons Vault in magical red moonlight Teremini’s
crystal is removed from its pillar. The ensuing chaos after the ritual is disrupted is an ideal time for the characters to seize the rod piece from Teremini, who is distracted as she rallies the vault’s
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
closely, but the sections of the tomb beyond those areas have not yet been constructed. Numbered locations are keyed to the map on page 18.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
closely, but the sections of the tomb beyond those areas have not yet been constructed. Numbered locations are keyed to the map on page 18.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
closely, but the sections of the tomb beyond those areas have not yet been constructed. Numbered locations are keyed to the map on page 18.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Features of the Tomb Unless otherwise stated, the areas of the complex have the following features. Ceilings, Doors, Floors, and Walls The ceilings, floors, and walls of the complex are constructed
, but nothing happens. The Rod Piece and Its Guardian The sixth piece of the rod can be found in area T27. The piece is guarded by Rerak, an empowered simulacrum of Acererak designed to harvest souls






