Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'deafened iron are button'.
Other Suggestions:
defined iron are button
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
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Headless. It is blinded and deafened, giving it disadvantage on all its attack rolls, and it can't use its Poison Breath.Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack
);{"diceNotation":"3d10+7","rollType":"damage","rollAction":"Sword","rollDamageType":"slashing"} slashing damage.The mightiest of the golems, the iron golem is a massive, towering giant wrought of heavy metal. An
Magic Items
Bigby Presents: Glory of the Giants
Modeled after the formidable spiked tower shields wielded by some fire giants, this iron shield emanates a constant warmth.
You can use a bonus action to activate the shield, causing glowing lava to
affecting this creature ends immediately; the condition can be blinded, charmed, deafened, or poisoned.
Shield Bash. When you take the Attack action on your turn, you can replace one of your attacks
Monsters
Mythic Odysseys of Theros
, the creature is immune to this aura for the next 24 hours. On a failed save, the creature can't speak and is deafened until the start of its next turn.
Innate Spellcasting. The ashen rider's
known as archons once ruled vast empires. These armored warlords saw themselves as champions of merciless justice, and they ruled with iron fists. But their dominance ultimately came to an end. As the
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.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this way, the interior doors — most of which are as much iron as glass — also become electrified. Such a door deals 5 (1d10) lightning damage to any creature that touches it.
Button 5. The
37. Console The door frame has a platinum coin wedged into it (see area 19). Bolted to the floor in the middle of the room is an iron console that resembles a pedestal with a slanted top. Protruding
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Immovable Rod Rod, Uncommon 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Immovable Rod Rod, Uncommon 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
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
lid above the monstrous image of Wongo. The material of each button matches its corresponding chest: onyx, rusty iron, or silver. Pressing the button simultaneously unlocks the associated chest and
hit points by this damage turns to a pile of dust, leaving behind whatever gear it was holding or wearing. Pushing the rusty iron button causes any nonmagical metal objects inside the rusty iron chest
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, though a knock spell causes it to retract into the ceiling. While the iron wall is down, pushing the red button has no effect. Red Dial. This dial can be turned to the left or right, and it snaps back
61. Control Room A four-foot-high, seven-foot-wide iron lectern in the middle of this rusty, iron-plated room is topped by a slanted control panel. Set into the control panel are a gold lever with a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
skeleton embedded in the opposite wall holds an iron sconce with a burning red candle in it.
The skeleton is all that remains of a dead Omuan engineer. As long as the candle remains in this cell, it
sculptural reliefs of tidal waves destroying coastal cities and ships. A merfolk skeleton embedded in one wall clutches an iron sconce fitted with a burning red candle. Suddenly, lukewarm water begins to
Compendium
- Sources->Dungeons & Dragons->Divine Contention
capstan’s spokes has a hidden button. Pressing the button unlocks and locks the capstan. While unlocked, a creature can use their action to turn the capstan clockwise, raising the six ballistae and the
. Icingdeath Aftercastle This deck holds the ship’s wheel. A character who makes a successful DC 15 Intelligence (Investigation) check finds a hidden button on center of the wheel. As an action, a creature can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dark.)
Animated Ballistae. Parked in front of the door to area 22a are two animated ballistae.
Each animated ballista is a Large wood-and-iron construct with AC 15, 50 hit points, a walking speed
feet and is blind beyond this distance. It can’t be blinded, charmed, deafened, frightened, paralyzed, petrified, or poisoned, and it can’t right itself if knocked prone. As an action, it can fire a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
swinging crane with an iron grappling claw fastened to the end of a winch and a 50-foot-long chain. Scavenger
Huge vehicle (9,000 lb.)
Creature Capacity 8 Medium creatures
Cargo Capacity 2 tons
Armor
CHA
0
Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Crushing Wheels. The Scavenger
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Tormentor The Tormentor handles like a dune buggy and is designed for raiding and scouting. Bladed iron wheels drive the vehicle forward. Tormentor
Huge vehicle (3,000 lb.)
Creature Capacity 4
)
CON
14 (+2)
INT
0
WIS
0
CHA
0
Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
by way of the secret door in area B1. As this unlit stone staircase curves downward, the air in the stairwell grows warmer.
The staircase’s inner wall eventually gives way to an iron banister
and one opposite it, where stone cornices, molding, and carved panels have collapsed to rubble. Near the foot of the stairs, an iron double door stands closed.
Cylinders. The four metal cylinders
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Demon Grinder A Demon Grinder is a bulky, armored coach that rumbles loudly as it crushes obstacles and enemies in its path with the help of a swinging wrecking ball. Iron jaws are mounted on the
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Crushing Wheels. The Demon Grinder can move through the space of any Large or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. The galley’s stern features an iron naval ram used for attacking other ships. Opening. A 10-foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the
)
STR
24 (+7)
DEX
4 (-3)
CON
20 (+5)
INT
0
WIS
0
CHA
0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
prone, taking damage from the fall as normal. Treasure. Characters who search the wreckage find the headless skeletons of four dead Netherese wizards and a 200-pound iron safe with a combination lock
its top, with an open eye carved above it. Close examination reveals that the pupil of the eye is a stone button that can be pressed. A detect magic spell reveals an aura of divination magic around the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
button recognizable as one of the missing components of the Infernal Machine. Removing this component deactivates the controls and releases the restraints on the tables, freeing Francache, Big Gadai
cannot be severed or destroyed. Concealed Door Located at the back of an empty iron maiden, this locked door leads to area 23, and is used by Andras to check on the clones there. It can be detected
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Rod. This 6-inch-long black metal rod has a button at the top. Using an action to press the button causes the rod to emit a chirp. Any creature within 30 feet of the rod that isn’t deafened and has an
in ice. At the back of the deck, a double door made of chitin and iron is tucked under two higher decks, the lower of which has another ballista mounted atop it.
The double door is iced shut but
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
base of Sablereach. Six iron blastgates bore through the ebony arm, each spewing a constant jet of bitingly cold wind that wails as it exits. Those stalwart enough to reach a blastgate can eventually
push their way to the gate chamber: a pressurized obsidian hall adorned with rattling iron hand rings. Entrants must grasp the rings or be sent tumbling backward by the squalls that spew from the gate
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
against its duration. Bolted to the back wall of each cell is an iron bunkbed with a thin mattress atop it and a waste bucket nearby. Prisoners take their meals in their cells. Prisoners. Each of the
observe through 4-foot-tall, 1-foot-wide arrow slits in the walls. Hanging on the walls between the arrow slits are fifty sets of iron manacles that guards use to bind prisoners’ wrists and ankles. Console
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
strung across the width of the wagon under the driver’s seat serves as Arabelle’s bed. A burlap doll with button eyes lies in the hammock; Arabelle has no other possessions. A small iron stove in the
the wheels have gold, sun-shaped hubcaps. An iron chimney pipe protrudes from the roof. Luvash’s wagon is a mess inside. Empty wineskins, dirty clothes, and mangy furs are strewn about. A small hammock
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Breaking the Chains Eight chains of infernal iron anchor Elturel to its binding posts, and each of those chains must be broken to free the city. If all the chains are broken, Elturel remains floating
, and is formed of a welded loop of infernal iron that is 5 feet thick. A chain link is a Huge object with AC 19, 250 hit points, a damage threshold of 30, and immunity to poison and psychic damage. See
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
shelves. A book with the bust of a mage on its cover sits on the desk.
The three shelves are filled with books bound in iron covers, which are attached to chains that secure them to the shelves—a
, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 7
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
swift and loud. Creatures within 20 feet of it are deafened by the roar unless a soundproof barrier or a silence spell blocks the noise. Any creature that starts its turn in the river and isn’t anchored
blocked by a 10-foot-diameter, circular iron grate that Tiny creatures can slip through. Forcing open the grate while fighting off the current requires a successful DC 30 Strength (Athletics) check. 12c
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
until its business with the characters is concluded, then politely shows them the door. Princess Doll. One of the items in Kinrob’s junk pile is a sackcloth doll with button eyes and a gold cloth tiara
appendix C). Treasure. A thorough search of the room yields an unlocked iron coffer containing 100 gp that the ambassador uses for bribes. 21h. Goblin Den The door to this structure is ajar, with snores
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. It pushes open to reveal area X33 beyond. X7. Cell Block This area contains four cells separated by bars. The rectangular iron doors have locks built into them, and Noska Ur’gray carries the keys
guard the hall. They gather in front of an iron portcullis in the southeast corner and tear bits of flesh off the bones of a recently slain dwarf. A ghostly eyestalk protrudes from the ceiling in the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
cookery and plates has begun to rot. Chimney. A fireplace in the middle of the east wall contains a black iron pot hung on a hook. The chimney is too narrow for Medium or Small characters to climb, but
) check discovers not only the secret door but also a secret button on the headboard. Pushing the button causes the bed to slide eastward, allowing easy access to the hidden closet. Hidden Closet. This
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Archons The mysterious conquerors known as archons once ruled vast empires. These armored warlords saw themselves as champions of merciless justice, and they ruled with iron fists. But their
save, the creature can’t speak and is deafened until the start of its next turn.
Innate Spellcasting. The ashen rider’s spellcasting ability is Wisdom (spell save DC 18). The rider can innately cast
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Now, its interior is a warren of mangled shop fronts crushed by chunks of ice and stone. Most of the wares have become worthless, and everything else has been destroyed by a headless iron golem that
rating of 10 (5,900 XP). It is blinded and deafened, giving it disadvantage on all its attack rolls, and it can’t use its Poison Breath. The golem was decapitated when Ythryn crashed into the Reghed
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
10 (+0)
INT
1 (–5)
WIS
5 (–3)
CHA
1 (–5)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed
The door to this room is left slightly open so the cats can enter and exit. The aromas of cooking permeate this kitchen. A large iron stove takes up one wall, and the rest of the room is filled with






