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Returning 35 results for 'button brazier diffusing cone removed'.
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Monsters
Forgotten Realms: Adventures in Faerûn
Resistance. Sammaster has Advantage on saving throws against spells and other magical effects.
Soul Gem. Sammaster has a magical soul gem as his dracolich heart. The gem can’t be damaged or removed
"}. Constitution Saving Throw: DC 20, each creature in a 90-foot Cone. Failure: 52 (8d12) Acid;{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Corroding Breath (Acid)", "rollDamageType":"Acid
Equipment
pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature
or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Equipment
pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature
or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Monsters
Fizban's Treasury of Dragons
dragonborn touches another creature within 5 feet of it. The target magically regains 40 hit points. In addition, all diseases and poisons affecting the target are removed.
Radiant Breath (Recharge
6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Radiant Breath"}. The dragonborn exhales fiery radiance in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving
Spells
Lost Laboratory of Kwalish
couches, armchairs, side tables and footstools
A washroom with toilets, washtubs, a magical brazier, and sauna benches
An observatory with a telescope and maps of the night sky
An unfurnished, empty
room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollType":"recharge","rollAction":"Mind Blast"}. The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22
the weapon to fire 50 shots. After its last shot is expended, the device becomes inoperable. The energy cell can’t be removed without destroying the weapon.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
magic. Consequently, the lid cannot be removed. The stone sarcophagus is impervious to damage and spells. Whenever one of the three chests is locked, a carved button magically appears on the sarcophagus
adamantine keyhole set into the underside of the chest’s lid. The key cannot be removed, and adamantine clamps prevent it from being turned while the chest is open. When the chest lid closes, a muffled
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
magic. Consequently, the lid cannot be removed. The stone sarcophagus is impervious to damage and spells. Whenever one of the three chests is locked, a carved button magically appears on the sarcophagus
adamantine keyhole set into the underside of the chest’s lid. The key cannot be removed, and adamantine clamps prevent it from being turned while the chest is open. When the chest lid closes, a muffled
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
magic. Consequently, the lid cannot be removed. The stone sarcophagus is impervious to damage and spells. Whenever one of the three chests is locked, a carved button magically appears on the sarcophagus
adamantine keyhole set into the underside of the chest’s lid. The key cannot be removed, and adamantine clamps prevent it from being turned while the chest is open. When the chest lid closes, a muffled
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
see whatever is in front of it, but nothing behind it. It can’t speak, and its movement is limited to harmless flapping. It can’t use its Antimagic Cone trait or take any actions or reactions
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
see whatever is in front of it, but nothing behind it. It can’t speak, and its movement is limited to harmless flapping. It can’t use its Antimagic Cone trait or take any actions or reactions
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
see whatever is in front of it, but nothing behind it. It can’t speak, and its movement is limited to harmless flapping. It can’t use its Antimagic Cone trait or take any actions or reactions
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
appendix A). The brazier cannot be removed from the Forge of Spells. Northern Room. This small room is a separate workspace, where items being prepared for enchantment were polished, lacquered, and
walls. In the middle of the room, a stone pedestal holds a small brazier in which an eerie green flame dances and crackles. The brazier and its pedestal appear to have been untouched by the forces
Magic Items
Tasha’s Cauldron of Everything
’t be removed while you are attuned to the teeth, and you can’t voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the
it are removed. When you use this action, a shimmering image of a unicorn’s horn appears until the end of your turn, sprouting from your forehead. The tooth regains all expended charges daily at
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
appendix A). The brazier cannot be removed from the Forge of Spells. Northern Room. This small room is a separate workspace, where items being prepared for enchantment were polished, lacquered, and
walls. In the middle of the room, a stone pedestal holds a small brazier in which an eerie green flame dances and crackles. The brazier and its pedestal appear to have been untouched by the forces
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
appendix A). The brazier cannot be removed from the Forge of Spells. Northern Room. This small room is a separate workspace, where items being prepared for enchantment were polished, lacquered, and
walls. In the middle of the room, a stone pedestal holds a small brazier in which an eerie green flame dances and crackles. The brazier and its pedestal appear to have been untouched by the forces
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Ernest likes to collect buttons from the carnival’s guests to sew onto his cloak. He has a rhyme for requesting them: Spare a button if you please,
I’ll sew it next to all of these.
I offer nothing in
often cajoles bystanders into dancing. On the Story Tracker, jot down the names of characters who give at least one button to Ernest. If one or more of these characters find themselves trapped or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Ernest likes to collect buttons from the carnival’s guests to sew onto his cloak. He has a rhyme for requesting them: Spare a button if you please,
I’ll sew it next to all of these.
I offer nothing in
often cajoles bystanders into dancing. On the Story Tracker, jot down the names of characters who give at least one button to Ernest. If one or more of these characters find themselves trapped or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Ernest likes to collect buttons from the carnival’s guests to sew onto his cloak. He has a rhyme for requesting them: Spare a button if you please,
I’ll sew it next to all of these.
I offer nothing in
often cajoles bystanders into dancing. On the Story Tracker, jot down the names of characters who give at least one button to Ernest. If one or more of these characters find themselves trapped or
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Wisdom (Perception) check hears gruff voices speaking Goblin and talking about how hungry they are. Old stone bunks line the walls of this barracks, which is lit and heated by a glowing iron brazier in
troubling their master in his lair (area 19). Like area 6, this was formerly a barracks for miners. Nezznar’s bugbears removed the corpses they found here and built the barricade. Treasure The largest bugbear carries a pouch containing 15 cp, 13 ep, and a potion of vitality.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Wisdom (Perception) check hears gruff voices speaking Goblin and talking about how hungry they are. Old stone bunks line the walls of this barracks, which is lit and heated by a glowing iron brazier in
troubling their master in his lair (area 19). Like area 6, this was formerly a barracks for miners. Nezznar’s bugbears removed the corpses they found here and built the barricade. Treasure The largest bugbear carries a pouch containing 15 cp, 13 ep, and a potion of vitality.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Wisdom (Perception) check hears gruff voices speaking Goblin and talking about how hungry they are. Old stone bunks line the walls of this barracks, which is lit and heated by a glowing iron brazier in
troubling their master in his lair (area 19). Like area 6, this was formerly a barracks for miners. Nezznar’s bugbears removed the corpses they found here and built the barricade. Treasure The largest bugbear carries a pouch containing 15 cp, 13 ep, and a potion of vitality.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cell in the pistol gives the pistol 10 charges. As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone
has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cell in the pistol gives the pistol 10 charges. As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone
has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cell in the pistol gives the pistol 10 charges. As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone
has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
snail is removed from a wall, the cell’s antimagic field is dispelled. Eating an oyster teleports a character (along with his or her possessions) to the air cell (area 47C), while eating a snail
or similar tool can use an action to pry a bone out of the wall, pierce the wax seal, and inhale the air within. The first time a bone is removed from a wall, the cell’s antimagic field is dispelled
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
snail is removed from a wall, the cell’s antimagic field is dispelled. Eating an oyster teleports a character (along with his or her possessions) to the air cell (area 47C), while eating a snail
or similar tool can use an action to pry a bone out of the wall, pierce the wax seal, and inhale the air within. The first time a bone is removed from a wall, the cell’s antimagic field is dispelled
Magic Items
Tomb of Annihilation
.
Frozen Time. As long as you wear the ring, you don’t age naturally. This effect is similar to suspended animation, in that your age doesn’t catch up to you once the ring is removed
charges: Bigby's hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
snail is removed from a wall, the cell’s antimagic field is dispelled. Eating an oyster teleports a character (along with his or her possessions) to the air cell (area 47C), while eating a snail
or similar tool can use an action to pry a bone out of the wall, pierce the wax seal, and inhale the air within. The first time a bone is removed from a wall, the cell’s antimagic field is dispelled
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
belches fire in a 15-foot cone. Each creature in the area must make a DC 10 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Treasure
a crushed black pearl worth 500 gp (circle of death) 7 A pouch of soot and a pouch of salt (comprehend languages) 8 Three shards of pale white crystal (cone of cold) 9 A small clay pot filled with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
belches fire in a 15-foot cone. Each creature in the area must make a DC 10 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Treasure
a crushed black pearl worth 500 gp (circle of death) 7 A pouch of soot and a pouch of salt (comprehend languages) 8 Three shards of pale white crystal (cone of cold) 9 A small clay pot filled with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
belches fire in a 15-foot cone. Each creature in the area must make a DC 10 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Treasure
a crushed black pearl worth 500 gp (circle of death) 7 A pouch of soot and a pouch of salt (comprehend languages) 8 Three shards of pale white crystal (cone of cold) 9 A small clay pot filled with
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
poisons affecting the target are removed.
Radiant Breath (Recharge 6). The dragonborn exhales fiery radiance in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking
44 (8d10) radiant damage on a failed save, or half as much damage on a successful one. When the dragonborn uses this action, it can choose up to three creatures in the cone. These creatures take no damage from the radiance and instead regain 22 (4d10) hit points each.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
poisons affecting the target are removed.
Radiant Breath (Recharge 6). The dragonborn exhales fiery radiance in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking
44 (8d10) radiant damage on a failed save, or half as much damage on a successful one. When the dragonborn uses this action, it can choose up to three creatures in the cone. These creatures take no damage from the radiance and instead regain 22 (4d10) hit points each.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
poisons affecting the target are removed.
Radiant Breath (Recharge 6). The dragonborn exhales fiery radiance in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking
44 (8d10) radiant damage on a failed save, or half as much damage on a successful one. When the dragonborn uses this action, it can choose up to three creatures in the cone. These creatures take no damage from the radiance and instead regain 22 (4d10) hit points each.






