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Returning 35 results for 'burns buttons diffusing contents returns'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
the first time on a turn or ends its turn there, that creature must make the same save.
The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away
check.
The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10
Bag of Beans
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius
where you are. The statue becomes inanimate after 24 hours.
31-40
A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).
41-50
1d6 + 6 shrieker
Magic Items
Keys from the Golden Vault
The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to
powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion At this point, the clues all point at Chalaska. The strong room has her buttons. Her room contains the keys and some stolen gold, as well as her damaged shirt. She grows more agitated as
the southern tower’s attic and the gold there. In this case, Inglor’s greed might be his undoing. His bootprints are in the dust on the attic’s floor. Chalaska’s aren’t. Nalaskur returns to find the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion At this point, the clues all point at Chalaska. The strong room has her buttons. Her room contains the keys and some stolen gold, as well as her damaged shirt. She grows more agitated as
the southern tower’s attic and the gold there. In this case, Inglor’s greed might be his undoing. His bootprints are in the dust on the attic’s floor. Chalaska’s aren’t. Nalaskur returns to find the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion At this point, the clues all point at Chalaska. The strong room has her buttons. Her room contains the keys and some stolen gold, as well as her damaged shirt. She grows more agitated as
the southern tower’s attic and the gold there. In this case, Inglor’s greed might be his undoing. His bootprints are in the dust on the attic’s floor. Chalaska’s aren’t. Nalaskur returns to find the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
buttons lying on the ground nearby, one a deep red and one a light blue, and both made of some unknown material. The buttons are two of the missing components of the Infernal Machine of Lum the Mad, as
stopped before the tower returns to its standing position, it becomes a stable bridge that can be crossed without ability checks. Adjusting the time field affects only the tower. Other creatures and objects that might happen to be in or on the tower at the time remain unaffected.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
buttons lying on the ground nearby, one a deep red and one a light blue, and both made of some unknown material. The buttons are two of the missing components of the Infernal Machine of Lum the Mad, as
stopped before the tower returns to its standing position, it becomes a stable bridge that can be crossed without ability checks. Adjusting the time field affects only the tower. Other creatures and objects that might happen to be in or on the tower at the time remain unaffected.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
buttons lying on the ground nearby, one a deep red and one a light blue, and both made of some unknown material. The buttons are two of the missing components of the Infernal Machine of Lum the Mad, as
stopped before the tower returns to its standing position, it becomes a stable bridge that can be crossed without ability checks. Adjusting the time field affects only the tower. Other creatures and objects that might happen to be in or on the tower at the time remain unaffected.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
has a walking speed of 30 feet and returns to its spot over the coals after 10 minutes. If the cauldron scuttles away, a magmin emerges from within the pile of hot coals. It introduces itself as the
coal tender and asks the characters, in Ignan, “You want in that cauldron?” He offers to give them the password in exchange for some dry wood (he loves the sound that dry wood makes when it burns). If
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
has a walking speed of 30 feet and returns to its spot over the coals after 10 minutes. If the cauldron scuttles away, a magmin emerges from within the pile of hot coals. It introduces itself as the
coal tender and asks the characters, in Ignan, “You want in that cauldron?” He offers to give them the password in exchange for some dry wood (he loves the sound that dry wood makes when it burns). If
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
has a walking speed of 30 feet and returns to its spot over the coals after 10 minutes. If the cauldron scuttles away, a magmin emerges from within the pile of hot coals. It introduces itself as the
coal tender and asks the characters, in Ignan, “You want in that cauldron?” He offers to give them the password in exchange for some dry wood (he loves the sound that dry wood makes when it burns). If
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the lockbox. A character using thieves’ tools can try to pick the lock, which requires 1 minute and a successful DC 14 Dexterity check. The “Treasure” section below details the box’s contents. Awakened
Bonus. If destroyed or exorcised, the painting returns to normal, the spirit no longer speaks through it, and no further ghouls emerge. Treasure. Those who open the lockbox hidden behind the portrait
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the lockbox. A character using thieves’ tools can try to pick the lock, which requires 1 minute and a successful DC 14 Dexterity check. The “Treasure” section below details the box’s contents. Awakened
Bonus. If destroyed or exorcised, the painting returns to normal, the spirit no longer speaks through it, and no further ghouls emerge. Treasure. Those who open the lockbox hidden behind the portrait
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the lockbox. A character using thieves’ tools can try to pick the lock, which requires 1 minute and a successful DC 14 Dexterity check. The “Treasure” section below details the box’s contents. Awakened
Bonus. If destroyed or exorcised, the painting returns to normal, the spirit no longer speaks through it, and no further ghouls emerge. Treasure. Those who open the lockbox hidden behind the portrait
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bag of Beans Wondrous item, rare Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag’s contents out on the ground
of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31–40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Bag of Beans Wondrous item, rare Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag’s contents out on the ground
of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31–40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bag of Beans Wondrous item, rare Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag’s contents out on the ground
of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31–40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Bag of Beans Wondrous item, rare Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag’s contents out on the ground
of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31–40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Bag of Beans Wondrous item, rare Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag’s contents out on the ground
of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31–40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bag of Beans Wondrous item, rare Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag’s contents out on the ground
of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31–40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
) Whetstone 1 cp 1 lb.
Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case
as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Holy Water. As an action, you can splash the contents of this flask
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
) Whetstone 1 cp 1 lb.
Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case
as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Holy Water. As an action, you can splash the contents of this flask
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
) Whetstone 1 cp 1 lb.
Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case
as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Holy Water. As an action, you can splash the contents of this flask
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
each 24 hours the characters spend outside the dungeon, the alert level decreases by 1. During this time, the Doomvault returns to a state more stable than when the characters left. Monsters might be
recaptured or replaced, and new challenges could be set up to foil incursions. Alter the dungeon’s contents as you see fit to account for the returning party’s previous actions and the reactions of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
head and returns to the work of preparing his dinner in area K65. If the characters take his key, he screams, “The master will not be pleased!” and begins to moan and slap his head, obviously upset. A
successful DC 10 Charisma (Intimidation) check is enough to make him divulge the key’s purpose, the location of the iron chest, and the chest’s contents. When he isn’t being threatened, Cyrus giggles
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
aura of enchantment surrounding the clay urn. The first creature to touch the urn or disturb its contents must succeed on a DC 21 Wisdom saving throw or be affected by an Otto’s irresistible dance spell
head that bobs toward you. A croaking voice sounds out in your mind: “Nangnang will help you now.”
If the spirit successfully inhabits the character, give the player Nangnang’s card (see appendix F). If the attempt fails, the spirit returns to the egg and waits for another character to touch it.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
aura of enchantment surrounding the clay urn. The first creature to touch the urn or disturb its contents must succeed on a DC 21 Wisdom saving throw or be affected by an Otto’s irresistible dance spell
head that bobs toward you. A croaking voice sounds out in your mind: “Nangnang will help you now.”
If the spirit successfully inhabits the character, give the player Nangnang’s card (see appendix F). If the attempt fails, the spirit returns to the egg and waits for another character to touch it.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
each 24 hours the characters spend outside the dungeon, the alert level decreases by 1. During this time, the Doomvault returns to a state more stable than when the characters left. Monsters might be
recaptured or replaced, and new challenges could be set up to foil incursions. Alter the dungeon’s contents as you see fit to account for the returning party’s previous actions and the reactions of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
head and returns to the work of preparing his dinner in area K65. If the characters take his key, he screams, “The master will not be pleased!” and begins to moan and slap his head, obviously upset. A
successful DC 10 Charisma (Intimidation) check is enough to make him divulge the key’s purpose, the location of the iron chest, and the chest’s contents. When he isn’t being threatened, Cyrus giggles
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
head and returns to the work of preparing his dinner in area K65. If the characters take his key, he screams, “The master will not be pleased!” and begins to moan and slap his head, obviously upset. A
successful DC 10 Charisma (Intimidation) check is enough to make him divulge the key’s purpose, the location of the iron chest, and the chest’s contents. When he isn’t being threatened, Cyrus giggles
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
aura of enchantment surrounding the clay urn. The first creature to touch the urn or disturb its contents must succeed on a DC 21 Wisdom saving throw or be affected by an Otto’s irresistible dance spell
head that bobs toward you. A croaking voice sounds out in your mind: “Nangnang will help you now.”
If the spirit successfully inhabits the character, give the player Nangnang’s card (see appendix F). If the attempt fails, the spirit returns to the egg and waits for another character to touch it.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
each 24 hours the characters spend outside the dungeon, the alert level decreases by 1. During this time, the Doomvault returns to a state more stable than when the characters left. Monsters might be
recaptured or replaced, and new challenges could be set up to foil incursions. Alter the dungeon’s contents as you see fit to account for the returning party’s previous actions and the reactions of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, Javor reminds the characters of promises they made (see the “Treasure” section). In exchange, the Uthgardt don’t bother the surviving Nettlebees. If Javor is slain before Wiggan or Bertram are, he returns
treasure to the barrow, Javor disappears, leaving only his bones behind. The chest is locked, but Wiggan has the key. Prominently on top of the chest’s contents is Javor’s ornate helmet made of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
buttons on the sarcophagus lid have been pressed, read: The stone sarcophagus turns to transparent crystal, revealing a mummified monkey-like creature within. Clutched in its desiccated claws is a
, the smoky apparition leaps at you, screaming, “Let me in!”
If the spirit successfully inhabits the character, give the player Wongo’s card (see appendix F). If the attempt fails, the spirit returns to






