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Returning 9 results for 'details inert are being'.
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Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
the servant to make one Destructive Fist attack against that creature.
While there are no attuned creatures inside the servant, it is an inert object.
Ghost in the Machine. Upon his death, the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Anvilwrought You were forged in the fires of Purphoros’s forge. Your appearance bears a metallic sheen and visible joints. The Anvilwrought Characteristics table suggests details of your life or
Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of the flying citadel, characters like Leedara (see area S2) and Caradoc (see area S22) can reveal details that help the characters devise plans aligning with the possibilities below. Unseat Soth The
it inert. The characters need to be ingenious, as they can’t hope to beat Lord Soth by direct confrontation. Discover Lost Elven Magic Hidden in the depths of the temple is a magic item known as the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
lived. An ancestor spirit might know the intimate details of their family and town, but nothing about their neighbor’s great-grandchildren. Each spirit is a single window into the civilization; together
anomaly, a dead Dawn Incarnate known as the Sapphire Wyvern, disturbs the tranquility of the Preserve of the Ancestors. It lies inert, its gemstones blackened and cracked. Scholars believe it was the
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
lived. An ancestor spirit might know the intimate details of their family and town, but nothing about their neighbor’s great-grandchildren. Each spirit is a single window into the civilization; together
anomaly, a dead Dawn Incarnate known as the Sapphire Wyvern, disturbs the tranquility of the Preserve of the Ancestors. It lies inert, its gemstones blackened and cracked. Scholars believe it was the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
device known as the Machine of Lum the Mad. The best details on the device’s origins and operation can be found in the Mind of Metal, a tome of artificer’s secrets that connects the device to the
can use your reaction to command the servant to make one Destructive Fist attack against that creature. While there are no attuned creatures inside the servant, it is an inert object. Ghost in the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
in the north wall hasn’t already collapsed, it does so if a creature proceeds more than 5 feet down it. See area R3 for details on how the passage collapses. Characters caught in the collapse are
no sign of Lord Soth, who has already met with any of his surviving Undead knights and ridden from the city. See the beginning of chapter 5 for details on where Soth heads next. Treasure. Inside
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Bedtime Rhyme” later in this book for details). The Hearth From outside, the Hearth appears to be a modest tavern of sturdy construction, with warm light emanating from a pair of small windows on
the cornices and gaze down protectively; these seemingly inert statues are stone golems charged with defending the temple. If called to service, they glide gently to the ground using a programmed
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Investigation) or Wisdom (Perception) check to study the walls and assess the duodrones’ activities can fill in the details. When the characters complete the circuit and insert charged disks into the four slots
be deactivated to render the recharging station inert. If one wall is deactivated, any of the replica modrons within 5 feet of the wall can use an action to counteract the sabotage. It takes three






