Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'button being disk creature reverts'.
Other Suggestions:
button being disk creature repeats
buttons being disk creature repeats
Magic Items
Dungeon Master’s Guide
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. A creature can take
Magic Items
Dungeon Master’s Guide
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
Magic Items
Dungeon Master’s Guide
duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to
weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must
Spells
Player’s Handbook
the creature is shape-shifting;shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful
action on later turns to move the Cylinder up to 60 feet.
When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if
Magic Items
Dungeon Master’s Guide
discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff
Spells
Player’s Handbook
You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that
is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct
Spells
Player’s Handbook
the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and
.
Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points
Immovable Rod
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
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
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.
magic-items
centered on the disk. Each creature in the area must make a DC 13 Dexterity saving throw, taking 11 2d10;{"diceNotation":"2d10", "rollType":"roll", "rollAction":"Explosive"} damage on a failed save, or half
effect when triggered. The effect must target either a single creature—whoever triggers the disk—or an area of effect centered on the disk. The level of the spell in a rare disk is
magic-items
centered on the disk. Each creature in the area must make a DC 13 Dexterity saving throw, taking 11 2d10;{"diceNotation":"2d10", "rollType":"roll", "rollAction":"Explosive"} damage on a failed save, or half
effect when triggered. The effect must target either a single creature—whoever triggers the disk—or an area of effect centered on the disk. The level of the spell in an uncommon disk is
magic-items
centered on the disk. Each creature in the area must make a DC 13 Dexterity saving throw, taking 11 2d10;{"diceNotation":"2d10", "rollType":"roll", "rollAction":"Explosive"} damage on a failed save, or half
effect when triggered. The effect must target either a single creature—whoever triggers the disk—or an area of effect centered on the disk. The level of the spell in a common disk
magic-items
centered on the disk. Each creature in the area must make a DC 13 Dexterity saving throw, taking 11 2d10;{"diceNotation":"2d10", "rollType":"roll", "rollAction":""} damage on a failed save, or half as much
triggered. The effect must target either a single creature—whoever triggers the disk—or an area of effect centered on the disk. The level of the spell in the disk determines the saving
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end
opposite the rod's flanged head (you choose the type of sword).
If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic
Figurine of Wondrous Power
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops
it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The
Monsters
Acquisitions Incorporated
, screws, and wires, leaving behind its weapons and anything else it was carrying.
Each collapsed modron also spits out a six-inch-diameter magically charged disk that powers the creature, as well as a
Monsters
Acquisitions Incorporated
Hand) check can remove a disk, causing one head to power down and preventing it from making attacks. If the dragon head is disabled, the creature loses its Fire Breath. If the goat head is disabled
fighting the mechachimera notes that each of its heads features a slot from which a charged disk protrudes slightly. A character within 5 feet of the construct who succeeds on a DC 10 Dexterity (Sleight of
Monsters
Acquisitions Incorporated
, plates, screws, and wires, leaving behind its weapons and anything else it was carrying.
Each collapsed modron also spits out a six-inch-diameter magically charged disk that powers the creature, as well as
Monsters
Acquisitions Incorporated
, screws, and wires, leaving behind its weapons and anything else it was carrying.
Each collapsed modron also spits out a six-inch-diameter magically charged disk that powers the creature, as well as a
Magic Items
Waterdeep: Dragon Heist
throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to
feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird.
When the diatryma reverts to feather form, the magic of the feather can
Monsters
Acquisitions Incorporated
, screws, and wires, leaving behind its weapons and anything else it was carrying.
Each collapsed modron also spits out a six-inch-diameter magically charged disk that powers the creature, as well as a
Monsters
Acquisitions Incorporated
—gears, plates, screws, and wires, leaving behind its weapons and anything else it was carrying.
Each collapsed modron also spits out a six-inch-diameter magically charged disk that powers the
creature, as well as a platinum rod.Multiattack. The pentadrone makes five arm attacks.
Arm. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Arm"} to hit, reach 5 ft
Yochlol
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Magic Resistance. The yochlol has advantage on saving throws against spells and other magical effects
(6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Slam","rollDamageType":"poison"} poison damage.
Mist Form. The yochlol transforms into toxic mist or reverts to its true form. Any equipment
Magic Items
Fizban's Treasury of Dragons
commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each form. At the end of the duration, the creature reverts to
its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again
Yochlol (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Magic Resistance. The yochlol has advantage on saving throws against spells and other magical effects
(6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Slam","rollDamageType":"poison"} poison damage.
Mist Form. The yochlol transforms into toxic mist or reverts to its true form. Any equipment
Polymorph
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or
Lizardfolk Shaman
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled
(escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can’t bite another target. If the lizardfolk reverts to its true form, the grapple ends.
Claws (Lizardfolk
Monsters
Out of the Abyss
following wizard spells prepared:
Cantrips (at will): dancing lights, friends, mending, prestidigitation
1st level (4 slots): comprehend languages, detect magic, Tenser's floating disk
2nd level (3 slots
":"to hit","rollAction":"Poisoned Dart"} to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Poisoned Dart","rollDamageType":"piercing
Monsters
Candlekeep Mysteries
, dispel magic, identify, levitate, locate object, Tenser's Floating Disk, unseen servant
1/day each: banishment, contact other plane, Drawmij's instant summons, legend lore, locate creature, planar
5 ft., one creature. Hit: 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Shocking Grasp","rollDamageType":"lightning"} lightning damage, and the target can’t take reactions
Animal Shapes
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it
reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't
Mimic
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
transformed. It reverts to its true form if it dies.
Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it
.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.Pseudopod. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Pseudopod"} to hit
Chain Devil
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the
":"2d6+4","rollType":"damage","rollAction":"Chain","rollDamageType":"slashing"} slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple
Magic Items
The Book of Many Things
creature with this weapon, you can force the creature to make a DC 16 Charisma saving throw. On a failed save, the creature is banished to a harmless demiplane until the end of its next turn. When the
banished creature returns, it reappears in the space it left or the nearest unoccupied space if that space is occupied. Once this property is used, it can’t be used again until the next dawn
Magic Items
Bigby Presents: Glory of the Giants
. See the Monster Manual for the creature’s statistics.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It
reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be
Monsters
Locathah Rising
, mass cure wounds6th level (1 slot): conjure feyBalm of the Summer Court (12d6). (As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to 6d6
their new form. Amble reverts to their true form if they die or fall unconscious. Amble can revert to their true form using a bonus action on their turn.
Amble's game statistics are replaced by the
Jackalwere
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The jackalwere has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The jackalwere has advantage on an attack roll against a creature if at least one of the jackalwere’s allies is within 5






