Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'brawler button diffusing common reasoned'.
Other Suggestions:
brawler button diffusing cosmos reason
brawler butting defusing common reason
brawl button diffusing common reason
brawler button diffusing cosmos reasoned
brawler button diffusing common reasons
compendium
- Sources->Dungeons & Dragons->The Pugilist Class
Armor
Senses Passive Perception 10
Languages Common
CR 4 (XP 1,100; PB +2)
Actions
Multiattack. The brawler makes two attacks, using Grasping Strike or Punch Down in any combination.
Grasping
Languages Common
CR 1/2 (XP 100; PB +2)
Actions
Fisticuffs. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Bludgeoning damage.
Bonus Actions
Brace Up. The streetfighter gains 9 (2d8) Temporary
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Goblin Psi Brawler Goblin psi brawlers use their psionic talents to heighten their physical might. Their strikes crackle with psychic energy, and while angered, goblin psi brawlers can unleash a
telekinetic thrust strong enough to knock enemies to the ground. Goblin Psi Brawler Small Aberration (Goblinoid), Any Alignment
Armor Class 15 (studded leather armor)
Hit Points 31 (7d6 + 7)
Speed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Goblin Psi Brawler Goblin psi brawlers use their psionic talents to heighten their physical might. Their strikes crackle with psychic energy, and while angered, goblin psi brawlers can unleash a
telekinetic thrust strong enough to knock enemies to the ground. Goblin Psi Brawler Small Aberration (Goblinoid), Any Alignment
Armor Class 15 (studded leather armor)
Hit Points 31 (7d6 + 7)
Speed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Goblin Psi Brawler Goblin psi brawlers use their psionic talents to heighten their physical might. Their strikes crackle with psychic energy, and while angered, goblin psi brawlers can unleash a
telekinetic thrust strong enough to knock enemies to the ground. Goblin Psi Brawler Small Aberration (Goblinoid), Any Alignment
Armor Class 15 (studded leather armor)
Hit Points 31 (7d6 + 7)
Speed
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->Waterdeep: Dungeon of the Mad Mage
. Each time this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Stardock from level 16 only.”
Tower. This carving represents Halaster’s
extradimensional tower, and the tiny glyph above it is Halaster’s rune. If this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Halaster’s Tower from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Each time this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Stardock from level 16 only.”
Tower. This carving represents Halaster’s
extradimensional tower, and the tiny glyph above it is Halaster’s rune. If this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Halaster’s Tower from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Each time this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Stardock from level 16 only.”
Tower. This carving represents Halaster’s
extradimensional tower, and the tiny glyph above it is Halaster’s rune. If this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Halaster’s Tower from
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
ran off with the monkey’s mind inside, never to be seen again. Ernest uses the baboon stat block, but his Intelligence and Charisma are 10, and he can speak Common. His alignment is neutral good
. Ernest likes to collect buttons from the carnival’s guests to sew onto his cloak. He has a rhyme for requesting them: Spare a button if you please,
I’ll sew it next to all of these.
I offer nothing in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
ran off with the monkey’s mind inside, never to be seen again. Ernest uses the baboon stat block, but his Intelligence and Charisma are 10, and he can speak Common. His alignment is neutral good
. Ernest likes to collect buttons from the carnival’s guests to sew onto his cloak. He has a rhyme for requesting them: Spare a button if you please,
I’ll sew it next to all of these.
I offer nothing in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
ran off with the monkey’s mind inside, never to be seen again. Ernest uses the baboon stat block, but his Intelligence and Charisma are 10, and he can speak Common. His alignment is neutral good
. Ernest likes to collect buttons from the carnival’s guests to sew onto his cloak. He has a rhyme for requesting them: Spare a button if you please,
I’ll sew it next to all of these.
I offer nothing in
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
to the Harpy The harpy is cruel and hungry for flesh, but it speaks Common and can be reasoned with. It’s not easy to convince the bloodthirsty monster to change its ways and leave the wreck of Compass
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
to the Harpy The harpy is cruel and hungry for flesh, but it speaks Common and can be reasoned with. It’s not easy to convince the bloodthirsty monster to change its ways and leave the wreck of Compass
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
to the Harpy The harpy is cruel and hungry for flesh, but it speaks Common and can be reasoned with. It’s not easy to convince the bloodthirsty monster to change its ways and leave the wreck of Compass
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
). He uses the assassin stat block with the following changes: He is neutral evil, and can speak and understand Common and Giant Owl. Andras has advantage on Wisdom (Perception) checks that rely on
button recognizable as one of the missing components of the Infernal Machine. Removing this component deactivates the controls and releases the restraints on the tables, freeing Francache, Big Gadai
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
). He uses the assassin stat block with the following changes: He is neutral evil, and can speak and understand Common and Giant Owl. Andras has advantage on Wisdom (Perception) checks that rely on
button recognizable as one of the missing components of the Infernal Machine. Removing this component deactivates the controls and releases the restraints on the tables, freeing Francache, Big Gadai
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
). He uses the assassin stat block with the following changes: He is neutral evil, and can speak and understand Common and Giant Owl. Andras has advantage on Wisdom (Perception) checks that rely on
button recognizable as one of the missing components of the Infernal Machine. Removing this component deactivates the controls and releases the restraints on the tables, freeing Francache, Big Gadai
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
made of riveted iron plates with an iron door set in the middle of it. A copper sign bolted to the door reads “Control Room” in Common.
The room contains five stone tables that hold unfinished
countdown timer and a blinking red button built into it. Suspended above the console are four wireframe windows, each displaying a projected image.
Unless the characters have already encountered him (see
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
made of riveted iron plates with an iron door set in the middle of it. A copper sign bolted to the door reads “Control Room” in Common.
The room contains five stone tables that hold unfinished
countdown timer and a blinking red button built into it. Suspended above the console are four wireframe windows, each displaying a projected image.
Unless the characters have already encountered him (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
usher, Halastree, greets them and leads them to area 6a. Halastree is an awakened tree whose trunk Wyllow carved in the likeness of Halaster. It speaks Common and is exceptionally polite. If the
spell cast on it. A button carved in the shape of a twinkling star is hidden in a nearby wall fresco; a character who searches the wall spots it with a successful DC 17 Wisdom (Perception) check. When the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
usher, Halastree, greets them and leads them to area 6a. Halastree is an awakened tree whose trunk Wyllow carved in the likeness of Halaster. It speaks Common and is exceptionally polite. If the
spell cast on it. A button carved in the shape of a twinkling star is hidden in a nearby wall fresco; a character who searches the wall spots it with a successful DC 17 Wisdom (Perception) check. When the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
made of riveted iron plates with an iron door set in the middle of it. A copper sign bolted to the door reads “Control Room” in Common.
The room contains five stone tables that hold unfinished
countdown timer and a blinking red button built into it. Suspended above the console are four wireframe windows, each displaying a projected image.
Unless the characters have already encountered him (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
usher, Halastree, greets them and leads them to area 6a. Halastree is an awakened tree whose trunk Wyllow carved in the likeness of Halaster. It speaks Common and is exceptionally polite. If the
spell cast on it. A button carved in the shape of a twinkling star is hidden in a nearby wall fresco; a character who searches the wall spots it with a successful DC 17 Wisdom (Perception) check. When the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Languages Common, Draconic, Elvish, Gnomish, Goblin
Challenge 1/2 (100 XP)
Gnome Cunning. Spellix has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Innate
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
Languages Common, Draconic, Elvish, Gnomish, Goblin
Challenge 1/2 (100 XP)
Gnome Cunning. Spellix has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Innate
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
Languages Common, Draconic, Elvish, Gnomish, Goblin
Challenge 1/2 (100 XP)
Gnome Cunning. Spellix has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Innate
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
of a trumpet while pressing a button on the console can broadcast their voice throughout the prison. Using the loudspeaker requires an action. R19. Guard Barracks Characters who climb the spiral
warden of Revel’s End is Marta Marthannis, a lawful good human mage who speaks Common, Draconic, Dwarvish, and Orc and has a calm, unflappable disposition. She wears a red robe with gold trim and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of a trumpet while pressing a button on the console can broadcast their voice throughout the prison. Using the loudspeaker requires an action. R19. Guard Barracks Characters who climb the spiral
warden of Revel’s End is Marta Marthannis, a lawful good human mage who speaks Common, Draconic, Dwarvish, and Orc and has a calm, unflappable disposition. She wears a red robe with gold trim and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of a trumpet while pressing a button on the console can broadcast their voice throughout the prison. Using the loudspeaker requires an action. R19. Guard Barracks Characters who climb the spiral
warden of Revel’s End is Marta Marthannis, a lawful good human mage who speaks Common, Draconic, Dwarvish, and Orc and has a calm, unflappable disposition. She wears a red robe with gold trim and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Common, Halfling, and Undercommon. X8. Hall of Statues This 20-foot-wide, magically lit hallway connects various areas controlled by the Xanathar Guild. It has the following features: Lifelike humanoid
lit room has the following features: The walls are covered with lewd graffiti written in Common, Dwarvish, Goblin, and Undercommon. In the front of the room is a ramshackle wooden table surrounded by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Common, Halfling, and Undercommon. X8. Hall of Statues This 20-foot-wide, magically lit hallway connects various areas controlled by the Xanathar Guild. It has the following features: Lifelike humanoid
lit room has the following features: The walls are covered with lewd graffiti written in Common, Dwarvish, Goblin, and Undercommon. In the front of the room is a ramshackle wooden table surrounded by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
except the strange powers of the old hermit living in the nearby woods, which they regard with suspicion and mention only in whispers. By contrast, magic is common enough in the Free City of Greyhawk
allies Grinning human skull Kord, the Brawler Ysgard Athletes, berserkers Spears and maces radiating from a point Nerull, the Reaper* Carceri Murderers, necromancers Skull with a scythe Obad-Hai, the Shalm
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Common, Halfling, and Undercommon. X8. Hall of Statues This 20-foot-wide, magically lit hallway connects various areas controlled by the Xanathar Guild. It has the following features: Lifelike humanoid
lit room has the following features: The walls are covered with lewd graffiti written in Common, Dwarvish, Goblin, and Undercommon. In the front of the room is a ramshackle wooden table surrounded by






