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Returning 35 results for 'breakers becoming device consumed remove'.
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Magic Items
Forgotten Realms: Adventures in Faerûn
into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Monsters
Icewind Dale: Rime of the Frostmaiden
while becoming able to speak Deep Speech and Undercommon. It retains fragmented memories of its previous life and previous alignment, not to mention a propensity for invention.
Laser Pistol. A gnome
ceremorph often carries a home-built device that functions as a laser pistol (see “Firearms” in the Dungeon Master’s Guide). This weapon is powered by an energy cell, which enables
Monsters
Spelljammer: Adventures in Space
). The neh-thalggu casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 11). It must have consumed the requisite number of
bulging eyes and a tooth-filled maw dominate its hideous visage. Behind and above these features, one or more lumps protrude from its body, each one containing a brain the neh-thalggu has consumed
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
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.
Monsters
Phandelver and Below: The Shattered Obelisk
a grotesque window into the virulent refuse the otyugh recently consumed.
Mutates
A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a
in this section are found in the preceding adventure, although other mutates exist. Some creatures are more prone to becoming Far Realm mutates, such as the cloaker mutate;cloaker and otyugh
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
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
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
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