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Returning 26 results for 'depict immune are button'.
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Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
covered with dials, switches, and buttons—including a light-purple button recognizable as one of the missing components of the Infernal Machine. Removing this component deactivates the controls and
-headed owlbear stat block which includes the following changes: It has the undead type instead of the monstrosity type. It has vulnerability to bludgeoning damage. It is immune to poison damage and the poisoned condition, and is immune to exhaustion.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
large, opulent room with the following features: Decor. The floor is tiled in green marble, and the walls are painted with lifelike forest scenes that depict predators stalking prey.
Altar. In the
elapsed. The summoned chimera is immune to the charmed and frightened conditions, and it can’t leave the tabernacle. Once the altar has summoned a chimera, it can’t do so again for a tenday. Whoever drops the chimera to 0 hit points gains inspiration — a minor blessing from the god Malar.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that depict skirmishes between surface elves and drow, culminating in an epic showdown with Lolth in the Demonweb Pits.
Table. An ornately carved stone table in the middle of the room has several
for frescoes on the walls depicting an elven forest kingdom. 6e. Hall of the Sky Chariots Frescoes. The walls are carved with frescoes that depict elves in cloud chariots pulled by fiery horses
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
leads from the western door to the foot of the hill. A similar path runs eastward and then veers south. Sections of the diorama around the perimeter of the room depict different environments in the
level stated in the effect). A creature on which a region’s effect is dispelled is immune to the effect for 1 minute. The two paths are free of magical effects. If characters veer off the paths
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
that reads, “Bow before no one.” Four bronze statues stand on pedestals to either side of the shield. They depict Chultan warriors: one holding a sword, two with spears, and one missing its face
opaque over the shield (such as a sack or cloak) or turning the shield to face a wall. The shield can also be destroyed; it has AC 15, 10 hit points, and is immune to all damage except force damage. If
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
base of a mountain. Inside the cave, shattered fragments of lavender crystal lie scattered about the feet of cracked and broken statues made of the same crystal. The statues depict panicked human
character can search the wall and make a DC 12 Wisdom (Perception) check. On a success, the character notices a button worked into the stone. Pressing the button causes the wall to slide away, revealing
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
button presses, the servant’s two crew members can cause it to explode. The self-destruct code is not revealed to crew members when they attune to the artifact. If the code is discovered (the DM
— Proficiency Bonus +7
Immutable Existence. The servant is immune to any spell or effect that would alter its form or send it to another plane of existence.
Magic Resistant Construction. The servant has
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
landscape of the Glass Arboretum. One side of the tower holds the tower’s entrance. The other seven sides are dominated by luminescent, stained-glass windows. These windows depict colorful, ever
creature that spends 1 minute in the vineyard must succeed on a DC 15 Constitution saving throw or have the poisoned condition for 24 hours. A creature that succeeds on this saving throw is immune to the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Forest Within this painting’s extradimensional space, the walls are painted to depict a forest of trees and shrubbery, the floor is covered with a thin layer of dirt, and the ceiling is painted to
he’s hungry and parched, he also kindly begs them for some food and drink. If the Harpers are mentioned, Quill can barely hide his contempt. As long as Quill remains in Wisteria Vale, he is immune to
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
creature enters this cavern, it must make a DC 15 Constitution saving throw. On a success, the creature is immune to the effect of the spores for 24 hours. On a failed save, the creature is poisoned for 1
Statues. Four statues in this lair depict the following figures (see the “Lair Features” sidebar): Vajra Safahr is a human depicted with short hair, fine but practical clothing, and a thin, wolf
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
attack but explode if they take any damage. The beholder zombie is immune to their Death Burst trait. X4. Tunnel to Skullport This magically lit tunnel extends 300 feet eastward off the map. It ends at
Short-Term Madness table in chapter 8 of the Dungeon Master’s Guide. A creature doesn’t need to inhale the spores to be affected by them. Once the madness ends, the creature becomes immune to the spores
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
his crag to observe their reactions. Each character must succeed on a DC 15 Wisdom saving throw to keep their composure. Characters immune to the frightened condition automatically succeed on this
immune to all damage. A creature can force its way through the wall, spending 4 feet of movement for each foot traveled. Creatures that push through a hedge wall must make a DC 15 Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
of the carved faces is magical. They are immune to all damage and speak a few programmed messages. When a creature approaches one of the tunnels leaving the chamber, the face beside it animates and
pechs might be willing to help fight the clay golem or use their Communal Spellcasting action to restore petrified characters. Carvings. The carvings on the walls depict cave-dwelling creatures, such
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
panel or the door with a successful DC 20 Strength check, or can bash through it. The door and each glass panel has AC 18, 30 hit points, and is immune to cold, necrotic, poison, psychic, and radiant
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
drooping wattles—all are strange and doleful.
The carved faces are magical. They are immune to all damage and speak a few programmed messages. When a creature approaches one of the tunnels, the face
restore petrified characters. Carvings. The carvings on the walls depict cave-dwelling creatures such as bats and reptiles, as well as creatures from the Elemental Plane of Earth such as dao, pechs, xorn
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
creatures in area 15. 15. Mustering Hall The walls of this room bear frescoes that depict fire giants forging armor and weapons, marching to war, and binding red dragons in chains. Four basalt pillars
), and has a passive Perception score of 10. He lacks darkvision but is immune to fire damage. Zaltember is a bully and coward. If wounded, he flees to area 31 (by way of areas 19, area 37, area 34
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
magical barrier is active, the view port’s crystal is immune to damage. The ceiling is 30 feet high. Broken Control Helmet. The silver helmet once created a magical link between its wearer and the
. Treasure. The vellum maps depict regions of Cyre that bear no resemblance to the current topography. Though useless to navigators, the maps are worth 2,500 gp to historians, collectors, or Cyran
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
flagstone floor is a ten-foot-wide, fifteen-foot-long rug of exquisite design, depicting a royal coronation. Two tapestries hanging on the walls depict a dragon flying over a ship and pilgrims on camels
horror that was fashioned on Avernus. The construct understands Infernal but can’t speak, and it is immune to the following spells: fire bolt, sacred flame, and shocking grasp. The only creatures
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
flagstone floor. The light illuminates portions of grand bas-relief carvings on the stone walls that aren’t covered with the fungus. The carvings depict dragons in various stages of raining fire down
texture of bark.
THE GULTHIAS TREE
A Gargantuan plant, the Gulthias Tree has AC 10 and 35 hit points. It is immune to necrotic, poison, psychic damage, and it has resistance to piercing damage. The
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
master oversaw all the sparring in the adjacent room. Treasure. The greataxe on display isn’t magical, but it has an immovable rod as its shaft. The button to control the rod is within easy reach of
Dumathoin realizes how to open the lock, as described below. The Granite Ledger in area T16 includes instructions in Dwarvish for opening the lock. Unlocking the Crypt. The dial’s carvings depict a faceted
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
line of figures struggling to walk against the wind, faces of the dead, or anything else you wish to depict or convey in your campaign. N11. Hero’s Tomb A yellow casket rests on the flat top of a
. Periods of sustaining themselves upon only air have warped their bodies. Their eyes bulge from cavernous sockets, and skin stretches across jutting bone. Because of their devotion, they are immune to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
archaeological tools are on display here. Informational placards label them as tools famous local experts used to dig up the wonders found in the museum. Murals along the south wall depict famous digs.
Two
staircase, causing mayhem in area V1. While it rampages, the creature uses the allosaurus stat block, with these changes: The animatronic allosaurus is a Construct. It is immune to poison and psychic
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
telescopes, each covered in dust. A large, round table in the middle of the room bears old, faded maps that depict the Sky of Many Things (see chapter 13). A staff leans against the table, and a book
unoccupied space within 5 feet of the target. The target is immune to this Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Spellcasting. Gremorly casts one of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. If a button is subsequently pressed, the machine dispenses the product for that selection’s number, as shown on the Vending Machine Options table. The buttons then dim, and the product arrives in
microforms in this room depict cataloged images of alien lifeforms, none of which are aboard the ship; unintelligible, highly technical diagrams and writings on scientific subjects; and views of planets
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
bakers, and they are frozen in time. In addition to the large cake described below, characters can see platters of blue-frosted cupcakes and candied apples on sticks, bowls of sugar-glazed button
a creature hasn’t observed the golem move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the golem is animate.
Immutable Form. The golem is immune
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
creature that can hear the music must make a DC 15 Wisdom saving throw. On a successful save, a creature is immune to the music of the globe for 24 hours. On a failed save, a creature becomes charmed and
marble columns march the length of this long, large hall. The worn carvings depict entwining dragons.
Creatures. An elite squad of three kobolds (each with 7 hit points) patrols the hall






