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Returning 35 results for 'both button during create ride'.
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Monsters
Guildmasters’ Guide to Ravnica
guardians that ride flying creatures called gloamwings. They are fearsome agents of House Dimir, protecting the territory and interests of that guild — particularly the neighborhood of Nightveil, from which
responsible. If the specter survives, it can create a new gloamwing over the course of a month, during which time the specter is incapacitated.
A gloamwing's head is almost ratlike, with prominent teeth
Monsters
Baldur’s Gate: Descent into Avernus
can bend the multiverse to his whims if he tries hard enough. He’s really quite insane.
One of Smiler’s favorite antics is to use a hallucinatory terrain spell to create a little bit of
. Smiler escaped and tears around Avernus on a Devil's Ride, looking for adventurers willing to help him get revenge on the warlords who ganged up on him. Mad Maggie remains his only ally, though he refuses to join her gang.
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Guildmasters’ Guide to Ravnica
memory of that hour. The creature regains the memory only if the specter dies within the next 24 hours.The Nightveil specters of Ravnica are hooded, undead guardians that ride flying creatures called
specter survives, it can create a new gloamwing over the course of a month, during which time the specter is incapacitated.
A gloamwing’s head is almost ratlike, with prominent teeth, and its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See chapter 6 for rules on many items that are useful
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See chapter 6 for rules on many items that are useful
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See chapter 6 for rules on many items that are useful
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
those who didn’t use magic as undisciplined children in need of guidance, yet the mages were made helpless by their own surfeit of privilege. A typical High Netherese couldn’t sew a button, sharpen a
aimed to create or curate outrageous magical inventions that flaunted their ingenuity and avant-garde tastes. Even government officials and military officers favored dramatic, decadent magic over direct solutions.
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
those who didn’t use magic as undisciplined children in need of guidance, yet the mages were made helpless by their own surfeit of privilege. A typical High Netherese couldn’t sew a button, sharpen a
aimed to create or curate outrageous magical inventions that flaunted their ingenuity and avant-garde tastes. Even government officials and military officers favored dramatic, decadent magic over direct solutions.
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
those who didn’t use magic as undisciplined children in need of guidance, yet the mages were made helpless by their own surfeit of privilege. A typical High Netherese couldn’t sew a button, sharpen a
aimed to create or curate outrageous magical inventions that flaunted their ingenuity and avant-garde tastes. Even government officials and military officers favored dramatic, decadent magic over direct solutions.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, see area 15 in chapter 10 for modifications to her statistics. The storm giants ride whales to the Whalebones. At the islands, they mount rocs and fly the remaining distance to Anauroch. Once they
are within half a mile of Iymrith’s lair, the storm giants dismount and approach on foot, leaving the rocs to perch atop rocky outcroppings and wait for their return. Characters can ride with the giants
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, see area 15 in chapter 10 for modifications to her statistics. The storm giants ride whales to the Whalebones. At the islands, they mount rocs and fly the remaining distance to Anauroch. Once they
are within half a mile of Iymrith’s lair, the storm giants dismount and approach on foot, leaving the rocs to perch atop rocky outcroppings and wait for their return. Characters can ride with the giants
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, see area 15 in chapter 10 for modifications to her statistics. The storm giants ride whales to the Whalebones. At the islands, they mount rocs and fly the remaining distance to Anauroch. Once they
are within half a mile of Iymrith’s lair, the storm giants dismount and approach on foot, leaving the rocs to perch atop rocky outcroppings and wait for their return. Characters can ride with the giants
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
mask slip meets a grisly end. When an “aristocrat” at the duchess’s masquerade loses a button from a fraying coat, the duchess pronounces the impostor’s doom and the unmasked pretender crumbles to dust
inspiration from the French language. When players create characters from Dementlieu, ask them the following questions.
Have you ever attended the Grand Masquerade? Did you come from an aristocratic
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
mask slip meets a grisly end. When an “aristocrat” at the duchess’s masquerade loses a button from a fraying coat, the duchess pronounces the impostor’s doom and the unmasked pretender crumbles to dust
inspiration from the French language. When players create characters from Dementlieu, ask them the following questions.
Have you ever attended the Grand Masquerade? Did you come from an aristocratic
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
mask slip meets a grisly end. When an “aristocrat” at the duchess’s masquerade loses a button from a fraying coat, the duchess pronounces the impostor’s doom and the unmasked pretender crumbles to dust
inspiration from the French language. When players create characters from Dementlieu, ask them the following questions.
Have you ever attended the Grand Masquerade? Did you come from an aristocratic
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the air, the djinn ride powerful whirlwinds that they create and direct on a whim, and which can even carry passengers. Creatures that stand against a djinni are assaulted by wind and thunder, even as
components:
At will: detect evil and good, detect magic, thunderwave
3/day each: create food and water (can create wine instead of water) , tongues, wind walk
1/day each: conjure elemental (air
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the air, the djinn ride powerful whirlwinds that they create and direct on a whim, and which can even carry passengers. Creatures that stand against a djinni are assaulted by wind and thunder, even as
components:
At will: detect evil and good, detect magic, thunderwave
3/day each: create food and water (can create wine instead of water) , tongues, wind walk
1/day each: conjure elemental (air
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the air, the djinn ride powerful whirlwinds that they create and direct on a whim, and which can even carry passengers. Creatures that stand against a djinni are assaulted by wind and thunder, even as
components:
At will: detect evil and good, detect magic, thunderwave
3/day each: create food and water (can create wine instead of water) , tongues, wind walk
1/day each: conjure elemental (air
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
will miss some words and subtlety of meaning. As you create a Khoravar character, you have a wide range of options to describe your backstory. The Khoravar Origin table can provide inspiration for it
associated with House Lyrandar or House Medani, but you’re more interested in the role the house plays in supporting Khoravar communities than in the work of its guilds. 10 You ride with the Valenar, hoping one day to prove that you are worthy of taking on a patron ancestor.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Efreeti Hulking genies of the Elemental Plane of Fire, the efreet are masters of flame, immune to fire and able to create it on a whim. Fine silk caftans and damask robes drape their magma-red or
dwell in fiery regions such as volcanoes and the burning expanses of the world’s deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Efreeti Hulking genies of the Elemental Plane of Fire, the efreet are masters of flame, immune to fire and able to create it on a whim. Fine silk caftans and damask robes drape their magma-red or
dwell in fiery regions such as volcanoes and the burning expanses of the world’s deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
will miss some words and subtlety of meaning. As you create a Khoravar character, you have a wide range of options to describe your backstory. The Khoravar Origin table can provide inspiration for it
associated with House Lyrandar or House Medani, but you’re more interested in the role the house plays in supporting Khoravar communities than in the work of its guilds. 10 You ride with the Valenar, hoping one day to prove that you are worthy of taking on a patron ancestor.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Efreeti Hulking genies of the Elemental Plane of Fire, the efreet are masters of flame, immune to fire and able to create it on a whim. Fine silk caftans and damask robes drape their magma-red or
dwell in fiery regions such as volcanoes and the burning expanses of the world’s deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
will miss some words and subtlety of meaning. As you create a Khoravar character, you have a wide range of options to describe your backstory. The Khoravar Origin table can provide inspiration for it
associated with House Lyrandar or House Medani, but you’re more interested in the role the house plays in supporting Khoravar communities than in the work of its guilds. 10 You ride with the Valenar, hoping one day to prove that you are worthy of taking on a patron ancestor.
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
of games are summarized in the Carnival Games table and described below, and you can create others as you see fit using these as models. Carnival Games Game Key Ability Almiraj Ring Toss
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
of games are summarized in the Carnival Games table and described below, and you can create others as you see fit using these as models. Carnival Games Game Key Ability Almiraj Ring Toss
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
of games are summarized in the Carnival Games table and described below, and you can create others as you see fit using these as models. Carnival Games Game Key Ability Almiraj Ring Toss
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
other legions when a host forms. The warlords of rival legions don’t seek to depose the leader of the host unless the fortunes of war create the opportunity. Each legion records all the insults directed
weapons to create openings in enemy formations.
Bulwarks. The wild attack of a group of thugs is often followed by the charge of one or more bulwarks. A bugbear bulwark carries a spiked shield
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
other legions when a host forms. The warlords of rival legions don’t seek to depose the leader of the host unless the fortunes of war create the opportunity. Each legion records all the insults directed
weapons to create openings in enemy formations.
Bulwarks. The wild attack of a group of thugs is often followed by the charge of one or more bulwarks. A bugbear bulwark carries a spiked shield






