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Returning 35 results for 'both button diffusing cast rejoin'.
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Monsters
Guildmasters’ Guide to Ravnica
innately cast the following spells, requiring no material components:
At will: calm emotions, command, compelled duel
Mount. If the archon isn’t mounted, it can use a bonus action to
and only at the end of another creature’s turn. The archon regains spent legendary actions at the start of its turn.
Rejoin Mount. If the archon isn’t mounted, it magically teleports to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
treasure chests sit on stone daises. The chest on the left is carved of black onyx, the middle chest is made of rusty iron, and the chest on the right is cast of silver and glistening with frost
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
treasure chests sit on stone daises. The chest on the left is carved of black onyx, the middle chest is made of rusty iron, and the chest on the right is cast of silver and glistening with frost
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
treasure chests sit on stone daises. The chest on the left is carved of black onyx, the middle chest is made of rusty iron, and the chest on the right is cast of silver and glistening with frost
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
Magic Items
Tasha’s Cauldron of Everything
creatures can open the hatch as easily as any other door. Other creatures can open the hatch as an action with a successful DC 25 Dexterity check using thieves’ tools. A knock spell cast on the
sight of the servant, starting with those threatening the artifact— preferably using the servant, if possible.
Self-Destruct. By inputting a specific series of lever pulls and button presses
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the highest spell level a spellcaster in the party can cast. “Operation: Exterminate?” The wererats of the Goldwhisker clan are a point of contention among the Diggermattocks. Dorbo wants them out of
are descendants of Blingdenstone citizens and deserve to stay and rejoin their community. Since the wererats are as territorial and defensive as the svirfneblin, any attempt to parley has been met with
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the highest spell level a spellcaster in the party can cast. “Operation: Exterminate?” The wererats of the Goldwhisker clan are a point of contention among the Diggermattocks. Dorbo wants them out of
are descendants of Blingdenstone citizens and deserve to stay and rejoin their community. Since the wererats are as territorial and defensive as the svirfneblin, any attempt to parley has been met with
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. At first, she orders the characters to release her. If they refuse, she tries to bargain with them (see “Roleplaying the Dao” below). While trapped inside the bottle, Keshma can’t attack or cast spells
. Once she’s released, she can cast the tongues spell to better communicate with her liberators. If the bottle is broken or unplugged, the dao emerges in a whirlwind of sand. She fulfills whatever
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the highest spell level a spellcaster in the party can cast. “Operation: Exterminate?” The wererats of the Goldwhisker clan are a point of contention among the Diggermattocks. Dorbo wants them out of
are descendants of Blingdenstone citizens and deserve to stay and rejoin their community. Since the wererats are as territorial and defensive as the svirfneblin, any attempt to parley has been met with
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. At first, she orders the characters to release her. If they refuse, she tries to bargain with them (see “Roleplaying the Dao” below). While trapped inside the bottle, Keshma can’t attack or cast spells
. Once she’s released, she can cast the tongues spell to better communicate with her liberators. If the bottle is broken or unplugged, the dao emerges in a whirlwind of sand. She fulfills whatever
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. At first, she orders the characters to release her. If they refuse, she tries to bargain with them (see “Roleplaying the Dao” below). While trapped inside the bottle, Keshma can’t attack or cast spells
. Once she’s released, she can cast the tongues spell to better communicate with her liberators. If the bottle is broken or unplugged, the dao emerges in a whirlwind of sand. She fulfills whatever
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
. Alternatively, characters who fly above the maze are shunted back into the real world, emerging above the hedge tangle with their companions nowhere in sight. The only way for them to rejoin the party is to
night, starlight from a clear sky is bright enough for them to find their way through — and even bright enough for the sundial in area 1 to cast a shadow. However, anyone with a passing familiarity of
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
. Alternatively, characters who fly above the maze are shunted back into the real world, emerging above the hedge tangle with their companions nowhere in sight. The only way for them to rejoin the party is to
night, starlight from a clear sky is bright enough for them to find their way through — and even bright enough for the sundial in area 1 to cast a shadow. However, anyone with a passing familiarity of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. Alternatively, characters who fly above the maze are shunted back into the real world, emerging above the hedge tangle with their companions nowhere in sight. The only way for them to rejoin the party is to
night, starlight from a clear sky is bright enough for them to find their way through—and even bright enough for the sundial in area 1 to cast a shadow. However, anyone with a passing familiarity of the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
. Alternatively, characters who fly above the maze are shunted back into the real world, emerging above the hedge tangle with their companions nowhere in sight. The only way for them to rejoin the party is to
night, starlight from a clear sky is bright enough for them to find their way through — and even bright enough for the sundial in area 1 to cast a shadow. However, anyone with a passing familiarity of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. Alternatively, characters who fly above the maze are shunted back into the real world, emerging above the hedge tangle with their companions nowhere in sight. The only way for them to rejoin the party is to
night, starlight from a clear sky is bright enough for them to find their way through—and even bright enough for the sundial in area 1 to cast a shadow. However, anyone with a passing familiarity of the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. Alternatively, characters who fly above the maze are shunted back into the real world, emerging above the hedge tangle with their companions nowhere in sight. The only way for them to rejoin the party is to
night, starlight from a clear sky is bright enough for them to find their way through—and even bright enough for the sundial in area 1 to cast a shadow. However, anyone with a passing familiarity of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
eye, thereby using the slab to cast the arcane eye spell. The spell lasts for 1 hour or until the character’s concentration on the spell ends. The slab, which used to function whenever the button was
but knows better than to attack a superior force. It tries to rejoin its kin in area H17. H5. Icicle Drop Sparkling icicles as long as longswords cling to the forty-foot-high roof of this cavern, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
eye, thereby using the slab to cast the arcane eye spell. The spell lasts for 1 hour or until the character’s concentration on the spell ends. The slab, which used to function whenever the button was
but knows better than to attack a superior force. It tries to rejoin its kin in area H17. H5. Icicle Drop Sparkling icicles as long as longswords cling to the forty-foot-high roof of this cavern, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
eye, thereby using the slab to cast the arcane eye spell. The spell lasts for 1 hour or until the character’s concentration on the spell ends. The slab, which used to function whenever the button was
but knows better than to attack a superior force. It tries to rejoin its kin in area H17. H5. Icicle Drop Sparkling icicles as long as longswords cling to the forty-foot-high roof of this cavern, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
passive Perception 11
Languages Gith
Challenge 3 (700 XP)
Innate Spellcasting (Psionics). The githyanki’s innate spellcasting ability is Intelligence. It can innately cast the following spells
and slays a mind flayer as part of a sacred rite of passage, it is permitted to rejoin its people on the Astral Plane. Githyanki Knight Githyanki Knight
Medium humanoid (gith), lawful evil
Armor
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
passive Perception 11
Languages Gith
Challenge 3 (700 XP)
Innate Spellcasting (Psionics). The githyanki’s innate spellcasting ability is Intelligence. It can innately cast the following spells
and slays a mind flayer as part of a sacred rite of passage, it is permitted to rejoin its people on the Astral Plane. Githyanki Knight Githyanki Knight
Medium humanoid (gith), lawful evil
Armor
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
faerie bell flowers) Pixie tarts (powdered candy in little cups) Sugar-glazed button mushrooms Tree sap lollipop The remaining stalls offer games and contests that cost 1 ticket punch apiece. A handful
introduction). 2 Wooden wand with 8 charges. As an action, you can expend 1 of the wand’s charges to cast the prestidigitation cantrip. This wand can’t be recharged. 3 Packet of pixie dust (see appendix A
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
passive Perception 11
Languages Gith
Challenge 3 (700 XP)
Innate Spellcasting (Psionics). The githyanki’s innate spellcasting ability is Intelligence. It can innately cast the following spells
and slays a mind flayer as part of a sacred rite of passage, it is permitted to rejoin its people on the Astral Plane. Githyanki Knight Githyanki Knight
Medium humanoid (gith), lawful evil
Armor
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
faerie bell flowers) Pixie tarts (powdered candy in little cups) Sugar-glazed button mushrooms Tree sap lollipop The remaining stalls offer games and contests that cost 1 ticket punch apiece. A handful
introduction). 2 Wooden wand with 8 charges. As an action, you can expend 1 of the wand’s charges to cast the prestidigitation cantrip. This wand can’t be recharged. 3 Packet of pixie dust (see appendix A
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
faerie bell flowers) Pixie tarts (powdered candy in little cups) Sugar-glazed button mushrooms Tree sap lollipop The remaining stalls offer games and contests that cost 1 ticket punch apiece. A handful
introduction). 2 Wooden wand with 8 charges. As an action, you can expend 1 of the wand’s charges to cast the prestidigitation cantrip. This wand can’t be recharged. 3 Packet of pixie dust (see appendix A
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Spellcasting. Spellix’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: fire bolt
below its bulging midsection. The panel is a nine-digit keypad locking mechanism, and each glowing button has braille-like bumps on it. Spellix was unable to remove the keypad or crack open the crate
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Spellcasting. Spellix’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: fire bolt
below its bulging midsection. The panel is a nine-digit keypad locking mechanism, and each glowing button has braille-like bumps on it. Spellix was unable to remove the keypad or crack open the crate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
open a cell door, which has no physical locks to be picked. A door can also be opened by a knock spell or similar magic cast outside the cells. The guards in area 29d know when one of the cell doors is
return to the Crystal Labyrinth. He then departs to rejoin his friends on level 15. 29c. Imprisoned Illithids Tel’zact and Yeluit, two mind flayers from Seadeeps (level 17), are held captive here
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Spellcasting. Spellix’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: fire bolt
below its bulging midsection. The panel is a nine-digit keypad locking mechanism, and each glowing button has braille-like bumps on it. Spellix was unable to remove the keypad or crack open the crate
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
(spell save DC 18, +10 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components:
At will: calm emotions, command, compelled duel
Mount. If the
end of another creature’s turn. The archon regains spent legendary actions at the start of its turn.
Rejoin Mount. If the archon isn’t mounted, it magically teleports to its steed and mounts it as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
open a cell door, which has no physical locks to be picked. A door can also be opened by a knock spell or similar magic cast outside the cells. The guards in area 29d know when one of the cell doors is
return to the Crystal Labyrinth. He then departs to rejoin his friends on level 15. 29c. Imprisoned Illithids Tel’zact and Yeluit, two mind flayers from Seadeeps (level 17), are held captive here
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
among them. This is because babies born to the Rocklanders are cast into the sea and claimed by a kraken named Slarkrethel. The experience transforms the children into fanatics dedicated to the kraken
. They return from the sea as humans, but when they reach old age, they transform into sea spawn and rejoin their master in the dark depths. Some children return having suffered partial transformations
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
among them. This is because babies born to the Rocklanders are cast into the sea and claimed by a kraken named Slarkrethel. The experience transforms the children into fanatics dedicated to the kraken
. They return from the sea as humans, but when they reach old age, they transform into sea spawn and rejoin their master in the dark depths. Some children return having suffered partial transformations
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
among them. This is because babies born to the Rocklanders are cast into the sea and claimed by a kraken named Slarkrethel. The experience transforms the children into fanatics dedicated to the kraken
. They return from the sea as humans, but when they reach old age, they transform into sea spawn and rejoin their master in the dark depths. Some children return having suffered partial transformations






