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Returning 35 results for 'button been defying conjures remove'.
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Immovable Rod
Legacy
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Magic Items
Basic Rules (2014)
the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another
Monsters
Bigby Presents: Glory of the Giants
":"recharge", "rollAction":"Vengeful Storm"}. The scion conjures a churning storm cloud in a 30-foot-radius, 10-foot-tall cylinder centered on a point within 120 feet of itself. The cloud’s area is
. The cloud rains acid. Each creature in the cylinder must succeed on a DC 25 Constitution saving throw or be covered in acid for 1 minute or until a creature uses its action to remove the acid from
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Oysters. There are dozens of snails and oysters clinging to the walls. A character can use an action to remove an oyster or snail from a wall, crack it open, and eat it. The first time an oyster or
stone button is set into one of the walls above the grate and is visible only to creatures under the rollers. When pressed, the button causes the rollers to stop turning and retract into the walls
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Oysters. There are dozens of snails and oysters clinging to the walls. A character can use an action to remove an oyster or snail from a wall, crack it open, and eat it. The first time an oyster or
stone button is set into one of the walls above the grate and is visible only to creatures under the rollers. When pressed, the button causes the rollers to stop turning and retract into the walls
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Oysters. There are dozens of snails and oysters clinging to the walls. A character can use an action to remove an oyster or snail from a wall, crack it open, and eat it. The first time an oyster or
stone button is set into one of the walls above the grate and is visible only to creatures under the rollers. When pressed, the button causes the rollers to stop turning and retract into the walls
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
. If an alarm sounds, the guards drop a heavy wooden crossbar across the double door to the south until Chief Yarb-Gnock gives the order to remove it. A ram or a similar siege weapon is needed to break
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
. If an alarm sounds, the guards drop a heavy wooden crossbar across the double door to the south until Chief Yarb-Gnock gives the order to remove it. A ram or a similar siege weapon is needed to break
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
. If an alarm sounds, the guards drop a heavy wooden crossbar across the double door to the south until Chief Yarb-Gnock gives the order to remove it. A ram or a similar siege weapon is needed to break
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
sneaking into the carnival as a child without paying for a ticket. That memory has grown foggy over time, though it still conjures a weird admixture of emotions—wonder and awe mixed with loss and regret
remove curse spell is not powerful enough to end this effect on a character, but a wish spell can. This might not seem like much of a drawback, as characters can cope just fine without ever gaining
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
sneaking into the carnival as a child without paying for a ticket. That memory has grown foggy over time, though it still conjures a weird admixture of emotions—wonder and awe mixed with loss and regret
remove curse spell is not powerful enough to end this effect on a character, but a wish spell can. This might not seem like much of a drawback, as characters can cope just fine without ever gaining
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
sneaking into the carnival as a child without paying for a ticket. That memory has grown foggy over time, though it still conjures a weird admixture of emotions—wonder and awe mixed with loss and regret
remove curse spell is not powerful enough to end this effect on a character, but a wish spell can. This might not seem like much of a drawback, as characters can cope just fine without ever gaining
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
they spend on the island. If they fail, they gain one level of exhaustion. The DC for this check equals 10 + the number of hours spent on the island. 3 Each day at dawn, the island conjures 2d10 magma
random place on their body. Only a remove curse spell or similar magic removes the scar. 6 When a creature that isn’t an inhabitant of the island completes a long rest there, it must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
they spend on the island. If they fail, they gain one level of exhaustion. The DC for this check equals 10 + the number of hours spent on the island. 3 Each day at dawn, the island conjures 2d10 magma
random place on their body. Only a remove curse spell or similar magic removes the scar. 6 When a creature that isn’t an inhabitant of the island completes a long rest there, it must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
they spend on the island. If they fail, they gain one level of exhaustion. The DC for this check equals 10 + the number of hours spent on the island. 3 Each day at dawn, the island conjures 2d10 magma
random place on their body. Only a remove curse spell or similar magic removes the scar. 6 When a creature that isn’t an inhabitant of the island completes a long rest there, it must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Prisoners table or choose entries that interest you. If a prisoner’s game statistics become necessary, choose an appropriate stat block from appendix B of the Monster Manual and remove armor, weapons
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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Prisoners table or choose entries that interest you. If a prisoner’s game statistics become necessary, choose an appropriate stat block from appendix B of the Monster Manual and remove armor, weapons
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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Prisoners table or choose entries that interest you. If a prisoner’s game statistics become necessary, choose an appropriate stat block from appendix B of the Monster Manual and remove armor, weapons
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Djinni Large Elemental (Genie), Neutral
AC 17 Initiative +2 (12)
HP 218 (19d10 + 114)
Speed 30 ft., Fly 90 ft
smaller creature, it has the Prone condition.
Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Djinni Large Elemental (Genie), Neutral
AC 17 Initiative +2 (12)
HP 218 (19d10 + 114)
Speed 30 ft., Fly 90 ft
smaller creature, it has the Prone condition.
Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Djinni Large Elemental (Genie), Neutral
AC 17 Initiative +2 (12)
HP 218 (19d10 + 114)
Speed 30 ft., Fly 90 ft
smaller creature, it has the Prone condition.
Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
: 27 (4d8 + 9) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 25 Strength saving throw or have the prone condition.
Vortex (Recharge 5–6). The cradle conjures a
until the end of its next turn.
Bonus Actions
Fog of Deception. The scion conjures a magical cloud that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. Each
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
: 27 (4d8 + 9) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 25 Strength saving throw or have the prone condition.
Vortex (Recharge 5–6). The cradle conjures a
until the end of its next turn.
Bonus Actions
Fog of Deception. The scion conjures a magical cloud that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. Each
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
: 27 (4d8 + 9) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 25 Strength saving throw or have the prone condition.
Vortex (Recharge 5–6). The cradle conjures a
until the end of its next turn.
Bonus Actions
Fog of Deception. The scion conjures a magical cloud that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. Each
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
appendix C for their stat blocks). The hypnos magen telepathically orders intruders to leave the area. Defying this order prompts the magen to attack. The iron door at the base of the observatory is
can be ended by a remove curse spell or similar magic: Martyr’s Script. All attacks against the cursed character are made with advantage. Traitor’s Script. The cursed character can’t perform any
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
appendix C for their stat blocks). The hypnos magen telepathically orders intruders to leave the area. Defying this order prompts the magen to attack. The iron door at the base of the observatory is
can be ended by a remove curse spell or similar magic: Martyr’s Script. All attacks against the cursed character are made with advantage. Traitor’s Script. The cursed character can’t perform any
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
appendix C for their stat blocks). The hypnos magen telepathically orders intruders to leave the area. Defying this order prompts the magen to attack. The iron door at the base of the observatory is
can be ended by a remove curse spell or similar magic: Martyr’s Script. All attacks against the cursed character are made with advantage. Traitor’s Script. The cursed character can’t perform any
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
leprechauns’ collected gold. If the gold is stolen, the leprechauns stop at nothing to retrieve it. G4: Endless River This babbling river flows through the garden, sometimes defying logic. Here and there
stretch of woods. Sonna and Yvra were once knights in service to rival Fey courts who fell in love. As punishment for defying their rulers to pursue a relationship, they were bound to oak trees and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
release a rain of arrows from turrets up higher on the lighthouse. The trap can be bypassed by pressing a hidden button on the door, requiring a successful DC 15 Intelligence (Investigation) check to
the runes, releasing the hell hounds. Dispel magic can remove the runes from one stair. It takes a successful DC 15 Strength (Athletics) check to climb the stairwell walls and avoid the stairs
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
leprechauns’ collected gold. If the gold is stolen, the leprechauns stop at nothing to retrieve it. G4: Endless River This babbling river flows through the garden, sometimes defying logic. Here and there
stretch of woods. Sonna and Yvra were once knights in service to rival Fey courts who fell in love. As punishment for defying their rulers to pursue a relationship, they were bound to oak trees and






