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Returning 35 results for 'both being disarm constructed remove'.
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Monsters
Curse of Strahd
to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't require air, food
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
Equipment
remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the
Equipment
remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the
Equipment
remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haunted traps. However, the Channel Divinity class feature and the remove curse spell can disarm a haunted trap. To use Channel Divinity to disarm a haunted trap, a character uses an action to present
Disarming Haunted Traps Characters who notice a haunted trap before it activates can attempt to disarm it. Typical methods of disarming traps, such as thieves’ tools and dispel magic, don’t affect
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haunted traps. However, the Channel Divinity class feature and the remove curse spell can disarm a haunted trap. To use Channel Divinity to disarm a haunted trap, a character uses an action to present
Disarming Haunted Traps Characters who notice a haunted trap before it activates can attempt to disarm it. Typical methods of disarming traps, such as thieves’ tools and dispel magic, don’t affect
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haunted traps. However, the Channel Divinity class feature and the remove curse spell can disarm a haunted trap. To use Channel Divinity to disarm a haunted trap, a character uses an action to present
Disarming Haunted Traps Characters who notice a haunted trap before it activates can attempt to disarm it. Typical methods of disarming traps, such as thieves’ tools and dispel magic, don’t affect
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a
it’s Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the Net on a successful check. Detect and Disarm
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a
it’s Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the Net on a successful check. Detect and Disarm
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a
it’s Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the Net on a successful check. Detect and Disarm
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a
it’s Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the Net on a successful check. Detect and Disarm
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a
it’s Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the Net on a successful check. Detect and Disarm
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a
it’s Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the Net on a successful check. Detect and Disarm
Compendium
- Sources->Dungeons & Dragons->Rrakkma
here. Other Features A large vat of bubbling wax that is kept constantly hot by a magic flame beneath it, is on the far side of the chamber from the hallway. The vat is constructed of porcelain and
the wax and cloth strips to remove all hair from their bodies before scrubbing themselves vigorously (sometimes to the point of bleeding) with the pumice stones. A successful DC 15 Wisdom (Medicine) check confirms that the 'dry brown flecks' are blood.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
walk single-file. The journey takes half an hour. Two-thirds of the way up, at a switchback turnaround, Grumink’s miners constructed a trap. Its purpose is to make noise and warn the lookouts in area D2
triggers the trap. To disarm it, the wire must be disconnected, kept tight, and traced back to the wood panel it holds, shoring up the loose boulder and rocks. Then the boulder must be further supported
Compendium
- Sources->Dungeons & Dragons->Rrakkma
here. Other Features A large vat of bubbling wax that is kept constantly hot by a magic flame beneath it, is on the far side of the chamber from the hallway. The vat is constructed of porcelain and
the wax and cloth strips to remove all hair from their bodies before scrubbing themselves vigorously (sometimes to the point of bleeding) with the pumice stones. A successful DC 15 Wisdom (Medicine) check confirms that the 'dry brown flecks' are blood.
Compendium
- Sources->Dungeons & Dragons->Rrakkma
here. Other Features A large vat of bubbling wax that is kept constantly hot by a magic flame beneath it, is on the far side of the chamber from the hallway. The vat is constructed of porcelain and
the wax and cloth strips to remove all hair from their bodies before scrubbing themselves vigorously (sometimes to the point of bleeding) with the pumice stones. A successful DC 15 Wisdom (Medicine) check confirms that the 'dry brown flecks' are blood.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
walk single-file. The journey takes half an hour. Two-thirds of the way up, at a switchback turnaround, Grumink’s miners constructed a trap. Its purpose is to make noise and warn the lookouts in area D2
triggers the trap. To disarm it, the wire must be disconnected, kept tight, and traced back to the wood panel it holds, shoring up the loose boulder and rocks. Then the boulder must be further supported
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
walk single-file. The journey takes half an hour. Two-thirds of the way up, at a switchback turnaround, Grumink’s miners constructed a trap. Its purpose is to make noise and warn the lookouts in area D2
triggers the trap. To disarm it, the wire must be disconnected, kept tight, and traced back to the wood panel it holds, shoring up the loose boulder and rocks. Then the boulder must be further supported
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Winding Way When the abbey was constructed, the cultists dug these tunnels for treasure storage. Only the abbey’s overlord was privy to all the passage’s secrets, and he died in the pirates
) check also finds the trap. A character can disarm the trap by making a successful DC 12 Dexterity check using thieves’ tools. The trap triggers if a character walks through the trip wire, or if an
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Winding Way When the abbey was constructed, the cultists dug these tunnels for treasure storage. Only the abbey’s overlord was privy to all the passage’s secrets, and he died in the pirates
) check also finds the trap. A character can disarm the trap by making a successful DC 12 Dexterity check using thieves’ tools. The trap triggers if a character walks through the trip wire, or if an
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Winding Way When the abbey was constructed, the cultists dug these tunnels for treasure storage. Only the abbey’s overlord was privy to all the passage’s secrets, and he died in the pirates
) check also finds the trap. A character can disarm the trap by making a successful DC 12 Dexterity check using thieves’ tools. The trap triggers if a character walks through the trip wire, or if an
compendium
- Sources->Dungeons & Dragons->Faster, Purple Worm! Everybody Dies, Vol. 1
believes the ballista is constructed correctly, but when triggered the weapon falls to pieces without firing.
The Secret Door Despite being strictly off-limits, the characters might be tempted to search
the treasure room for helpful items. Any attempt to open the door activates a poison dart trap, firing ten darts in all directions from above the door’s inset handle. A character can disarm the trap
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pressure plates in the floor marked T on map 2.
The bugbears, Bolgus and Bulkar, disarm the poison dart traps when Xanathar Guild members approach. When unfamiliar creatures approach from the west, Bolgus
invite them forward but don’t disarm the traps. If the characters approach from area 9b without a Xanathar Guild escort, the bugbears attack them. Poison Darts. The five poison dart traps are embedded
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pressure plates in the floor marked T on map 2.
The bugbears, Bolgus and Bulkar, disarm the poison dart traps when Xanathar Guild members approach. When unfamiliar creatures approach from the west, Bolgus
invite them forward but don’t disarm the traps. If the characters approach from area 9b without a Xanathar Guild escort, the bugbears attack them. Poison Darts. The five poison dart traps are embedded
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pressure plates in the floor marked T on map 2.
The bugbears, Bolgus and Bulkar, disarm the poison dart traps when Xanathar Guild members approach. When unfamiliar creatures approach from the west, Bolgus
invite them forward but don’t disarm the traps. If the characters approach from area 9b without a Xanathar Guild escort, the bugbears attack them. Poison Darts. The five poison dart traps are embedded
Weapon Property
A Disarming weapon can catch a foe's weapon, allowing you to remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action
later on the same turn to disarm the target. Both you and the attacker must make opposed attack rolls, ignoring any sources of Advantage and Disadvantage. If your result is higher and the weapon is
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
shelves each hold eight potions in vials (see “Treasure” below). Any character who has a passive Wisdom (Perception) score of 18 or higher notices the shelves are precariously balanced. To safely remove a
trap is detected, a character can use an action to try to disarm the trap, doing so with a successful DC 16 Intelligence (Arcana) check or a dispel magic spell. A character using thieves’ tools can
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, and can act independently to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons. Constructed Nature. An animated object doesn’t
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
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, and can act independently to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons. Constructed Nature. An animated object doesn’t
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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
plant life is entirely artificial, constructed entirely of beautiful, fragile glass sculptures. Death’s Aperture. A 20-foot-tall octagonal tower, known as Death’s Aperture, rises above the glittering
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->Keys from the Golden Vault
shelves each hold eight potions in vials (see “Treasure” below). Any character who has a passive Wisdom (Perception) score of 18 or higher notices the shelves are precariously balanced. To safely remove a
trap is detected, a character can use an action to try to disarm the trap, doing so with a successful DC 16 Intelligence (Arcana) check or a dispel magic spell. A character using thieves’ tools can
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
shelves each hold eight potions in vials (see “Treasure” below). Any character who has a passive Wisdom (Perception) score of 18 or higher notices the shelves are precariously balanced. To safely remove a
trap is detected, a character can use an action to try to disarm the trap, doing so with a successful DC 16 Intelligence (Arcana) check or a dispel magic spell. A character using thieves’ tools can
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
plant life is entirely artificial, constructed entirely of beautiful, fragile glass sculptures. Death’s Aperture. A 20-foot-tall octagonal tower, known as Death’s Aperture, rises above the glittering
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->Curse of Strahd
, and can act independently to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons. Constructed Nature. An animated object doesn’t
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