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Returning 35 results for 'becoming breakers down contact remove'.
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Magic Items
The Book of Many Things
must succeed on a DC 15 Dexterity saving throw or take 3d6 fire damage. The goggles regain 1d3 expended charges daily at dawn.
Cursed. The goggles are cursed, and becoming attuned to them extends the
curse to you. You can’t remove the goggles or end your attunement to them until you are targeted by a Remove Curse spell or similar magic.
Whenever you use the goggles’ fiery beam and the
Blue Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10
ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional
Magic Items
Lost Laboratory of Kwalish
;3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
magic-items
Kit, Thieves' Tools, or a Musical Instrument.
You must incorporate the tool into your body before you can use it. Over the course of 1 hour, you can attach the tool or remove it from your body
, remaining in contact with it for the whole hour; this can be done over a Short or Long Rest.
While you’re alive, the tool can’t be removed from your body against your will. Though the tool has
Monsters
Curse of Strahd
floorboards are out of the way, a creature can reach into the cavity and snatch the gem. But if someone attempts this while the hut is alive, the cavity sprouts wooden teeth, becoming a mouth that bites
anything that tries to remove the gem; a creature trying to remove the gem must make a DC 20 Dexterity saving throw. On a successful save, the creature claims the stone without getting bitten. On a
Gray Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of
controlled in this way.
A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are
Death Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
presence, can be worded to acquire the gem.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem
longer be controlled in this way.
A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo
Green Slaad (control gem variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
to acquire the gem.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated
slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning
Magic Items
The Book of Many Things
greaves are cursed, and becoming attuned to them extends the curse to you. You can’t remove the greaves or end your attunement to them until you are targeted by a Remove Curse spell or similar
Magic Items
Tales from the Yawning Portal
spell, but you can use a bonus action to revert to your normal form.
Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse
is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
The sixth time you use the cloak, and each time thereafter, you must
Monsters
Vecna: Eve of Ruin
Climb. Miska can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. When in contact with a web, Miska knows the exact location of any other
creature in contact with the same web.
Web Walker. Miska ignores movement restrictions caused by webbing.Multiattack. Miska makes one Lupine Bite attack and two Trident of Chaos attacks.
Lupine Bite
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
Red Slaad (control gem variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10
be controlled in this way.
A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
leap over a target, becoming a tornado of lacerating blades. As an action while you wield both jaw breakers, you can perform a magically-enhanced jump, attacking creatures you pass over. This jump
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to