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Returning 35 results for 'burns being diffusing contact rod'.
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Magic Items
Dungeon Master’s Guide
Stones orbiting your head at the same time.
Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting
, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic.
Ioun Stone of Agility;Agility (Very Rare). Your
Monsters
Vecna: Eve of Ruin
Climb. Miska can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. When in contact with a web, Miska knows the exact location of any other
creature in contact with the same web.
Web Walker. Miska ignores movement restrictions caused by webbing.Multiattack. Miska makes one Lupine Bite attack and two Trident of Chaos attacks.
Lupine Bite
Monsters
Planescape: Adventures in the Multiverse
effects.
Special Equipment. Shemeshka carries a magic crown called the Razorvine Tiara. In the hands of anyone other than Shemeshka, the Razorvine Tiara functions as a tentacle rod that deals slashing
):
At will: alter self, darkness, invisibility (self only), mage hand, prestidigitation
2/day each: detect thoughts, dimension door, suggestion
1/day each: banishment, contact other plane (as an
Equipment
an open flame or some other source of Fire damage, the oil ignites. The ignited oil burns for two rounds, dealing 2d4 Fire damage to any creature or object who comes in contact with it, and an
additional 2d4 Fire damage to any creature that ends its turn while in contact with it. An ignited creature can douse the flames by using an action.
After burning for two rounds, being doused, or remaining unlit for 1 minute, War Oil dries up and ceases to be slippery or flammable.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
creature that happens to be in contact with the lightning rod when it’s struck by a bolt of lightning must make a DC 15 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
T8. Rooftop and Lightning Rod From this vantage point, the characters can see the shattered masts of the five shipwrecks west of the lighthouse (areas T10 to T14). Enclosing the rooftop is a 1-foot
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
creature that happens to be in contact with the lightning rod when it’s struck by a bolt of lightning must make a DC 15 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
T8. Rooftop and Lightning Rod From this vantage point, the characters can see the shattered masts of the five shipwrecks west of the lighthouse (areas T10 to T14). Enclosing the rooftop is a 1-foot
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
creature that happens to be in contact with the lightning rod when it’s struck by a bolt of lightning must make a DC 15 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
T8. Rooftop and Lightning Rod From this vantage point, the characters can see the shattered masts of the five shipwrecks west of the lighthouse (areas T10 to T14). Enclosing the rooftop is a 1-foot
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Running This Chapter This chapter begins after the characters retrieve the fourth piece of the Rod of Seven Parts. When a character holds this piece, they instinctively know that the fifth piece is
retrieve the fifth rod piece, the characters must dispel the magical moonlight by disrupting a wicked ritual in the vault. This chapter starts when the characters step through the portal in Sigil, emerge
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Running This Chapter This chapter begins after the characters retrieve the fourth piece of the Rod of Seven Parts. When a character holds this piece, they instinctively know that the fifth piece is
retrieve the fifth rod piece, the characters must dispel the magical moonlight by disrupting a wicked ritual in the vault. This chapter starts when the characters step through the portal in Sigil, emerge
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Running This Chapter This chapter begins after the characters retrieve the fourth piece of the Rod of Seven Parts. When a character holds this piece, they instinctively know that the fifth piece is
retrieve the fifth rod piece, the characters must dispel the magical moonlight by disrupting a wicked ritual in the vault. This chapter starts when the characters step through the portal in Sigil, emerge
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
your choice: Lightning Rod. Lightning damage can’t reduce the creature below 1 hit point. Whenever the creature takes lightning damage, one other creature within 5 feet of it (determined randomly) takes
half as much damage.
Structural Repair (1/Day). After being in continuous physical contact with a nonmagical object for 1 minute, the creature can magically repair the object as though it had cast a mending spell on it.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
your choice: Lightning Rod. Lightning damage can’t reduce the creature below 1 hit point. Whenever the creature takes lightning damage, one other creature within 5 feet of it (determined randomly) takes
half as much damage.
Structural Repair (1/Day). After being in continuous physical contact with a nonmagical object for 1 minute, the creature can magically repair the object as though it had cast a mending spell on it.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
your choice: Lightning Rod. Lightning damage can’t reduce the creature below 1 hit point. Whenever the creature takes lightning damage, one other creature within 5 feet of it (determined randomly) takes
half as much damage.
Structural Repair (1/Day). After being in continuous physical contact with a nonmagical object for 1 minute, the creature can magically repair the object as though it had cast a mending spell on it.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of purple flesh dimly lit by pinkish, bioluminescent orbs. The air reeks of death. An opening in one wall leads to another chamber.
A character holding the first rod piece divines that the next
the Rod of Seven Parts The walls and floor of this massive chamber alternate between gray, petrified stone and flexing muscle and flesh. Clinging to the ceiling is a serpentine monstrosity, like a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of purple flesh dimly lit by pinkish, bioluminescent orbs. The air reeks of death. An opening in one wall leads to another chamber.
A character holding the first rod piece divines that the next
the Rod of Seven Parts The walls and floor of this massive chamber alternate between gray, petrified stone and flexing muscle and flesh. Clinging to the ceiling is a serpentine monstrosity, like a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of purple flesh dimly lit by pinkish, bioluminescent orbs. The air reeks of death. An opening in one wall leads to another chamber.
A character holding the first rod piece divines that the next
the Rod of Seven Parts The walls and floor of this massive chamber alternate between gray, petrified stone and flexing muscle and flesh. Clinging to the ceiling is a serpentine monstrosity, like a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
”).
Chest. A wooden chest stands against the east wall.
The nagas don’t fear death, but they do fear the loss or theft of their rod of rulership and will do everything they can to safeguard it. A
battle here attracts the thralls from areas 11b and 15f, assuming they’re still around. While Agorra is under the effect of the rod of rulership, she believes the nagas to be her allies and defends them
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
”).
Chest. A wooden chest stands against the east wall.
The nagas don’t fear death, but they do fear the loss or theft of their rod of rulership and will do everything they can to safeguard it. A
battle here attracts the thralls from areas 11b and 15f, assuming they’re still around. While Agorra is under the effect of the rod of rulership, she believes the nagas to be her allies and defends them
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
”).
Chest. A wooden chest stands against the east wall.
The nagas don’t fear death, but they do fear the loss or theft of their rod of rulership and will do everything they can to safeguard it. A
battle here attracts the thralls from areas 11b and 15f, assuming they’re still around. While Agorra is under the effect of the rod of rulership, she believes the nagas to be her allies and defends them
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Miska’s opponents crafted an artifact to bind him in an extraplanar prison. This rod broke apart after sealing him in Pandemonium, scattering across the planes and becoming known as the Rod of Seven
Parts. The rod is the key to releasing Miska from his long imprisonment. Miska the Wolf-Spider Huge Fiend (Demon), Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 399 (38d12 + 152)
Speed
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Miska’s opponents crafted an artifact to bind him in an extraplanar prison. This rod broke apart after sealing him in Pandemonium, scattering across the planes and becoming known as the Rod of Seven
Parts. The rod is the key to releasing Miska from his long imprisonment. Miska the Wolf-Spider Huge Fiend (Demon), Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 399 (38d12 + 152)
Speed
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Miska’s opponents crafted an artifact to bind him in an extraplanar prison. This rod broke apart after sealing him in Pandemonium, scattering across the planes and becoming known as the Rod of Seven
Parts. The rod is the key to releasing Miska from his long imprisonment. Miska the Wolf-Spider Huge Fiend (Demon), Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 399 (38d12 + 152)
Speed
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
If the Characters Decline If the characters are suspicious, or if they are being particularly cautious, they might not want to hand over the Rod of Seven Parts or rest in their quarters. Below are
options for handling characters who don’t take Kas’s suggestions. The Other Wizards Kas told Alustriel and Tasha that he wishes to tinker with the complete Rod of Seven Parts. He has convinced the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
powerless until the lightning rod assembly is rebuilt. Contact with an antimagic field shuts down the contraption for the field’s duration. A successful dispel magic spell (DC 19) causes the contraption
meet a tragic end. It serves no other purpose. The device is powered by electricity transmitted through its central element: an 80-foot-tall lightning rod that forms its vertical axis. A creature that
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
If the Characters Decline If the characters are suspicious, or if they are being particularly cautious, they might not want to hand over the Rod of Seven Parts or rest in their quarters. Below are
options for handling characters who don’t take Kas’s suggestions. The Other Wizards Kas told Alustriel and Tasha that he wishes to tinker with the complete Rod of Seven Parts. He has convinced the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
If the Characters Decline If the characters are suspicious, or if they are being particularly cautious, they might not want to hand over the Rod of Seven Parts or rest in their quarters. Below are
options for handling characters who don’t take Kas’s suggestions. The Other Wizards Kas told Alustriel and Tasha that he wishes to tinker with the complete Rod of Seven Parts. He has convinced the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
powerless until the lightning rod assembly is rebuilt. Contact with an antimagic field shuts down the contraption for the field’s duration. A successful dispel magic spell (DC 19) causes the contraption
meet a tragic end. It serves no other purpose. The device is powered by electricity transmitted through its central element: an 80-foot-tall lightning rod that forms its vertical axis. A creature that
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
powerless until the lightning rod assembly is rebuilt. Contact with an antimagic field shuts down the contraption for the field’s duration. A successful dispel magic spell (DC 19) causes the contraption
meet a tragic end. It serves no other purpose. The device is powered by electricity transmitted through its central element: an 80-foot-tall lightning rod that forms its vertical axis. A creature that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
scales begin to darken. The lines of black energy between the pillars and the cloud are 10 feet above the floor and easily avoided. Any creature that comes into contact with one takes 10 (3d6) necrotic
that “birthed” it. The shadow assassins guard the room thereafter. Treasure Each cult fanatic carries an obsidian holy symbol of Shar (25 gp each). The leader, Abberoch, also has a silver rod with one end formed in the shape of a key (70 gp). The rod unlocks the double door in area 18.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
scales begin to darken. The lines of black energy between the pillars and the cloud are 10 feet above the floor and easily avoided. Any creature that comes into contact with one takes 10 (3d6) necrotic
that “birthed” it. The shadow assassins guard the room thereafter. Treasure Each cult fanatic carries an obsidian holy symbol of Shar (25 gp each). The leader, Abberoch, also has a silver rod with one end formed in the shape of a key (70 gp). The rod unlocks the double door in area 18.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
scales begin to darken. The lines of black energy between the pillars and the cloud are 10 feet above the floor and easily avoided. Any creature that comes into contact with one takes 10 (3d6) necrotic
that “birthed” it. The shadow assassins guard the room thereafter. Treasure Each cult fanatic carries an obsidian holy symbol of Shar (25 gp each). The leader, Abberoch, also has a silver rod with one end formed in the shape of a key (70 gp). The rod unlocks the double door in area 18.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Earthquake. As a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact
. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it can’t be used again until the next dawn. Conceptopolis Thunderous Greatclub, Tentacle Rod, Talking Doll
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Earthquake. As a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact
. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it can’t be used again until the next dawn. Conceptopolis Thunderous Greatclub, Tentacle Rod, Talking Doll
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Earthquake. As a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact
. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it can’t be used again until the next dawn. Conceptopolis Thunderous Greatclub, Tentacle Rod, Talking Doll
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
their enemies on contact. Even approaching a salamander is dangerous, since flesh blisters and burns in its proximity. This inherent heat is an asset to salamanders’ skill as smiths, allowing them to






