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Returning 10 results for 'disable immune are been'.
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durable immune are been
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Incapacitated condition. You can take a Magic action to disable or enable this aura. Any enemy that starts its turn in the aura must succeed on a DC 18 Wisdom saving throw or have the Frightened condition until
the start of its next turn. A creature that succeeds on this save is immune to the aura’s effects for 24 hours.
Flight. You have a Fly Speed of 60 feet and can hover.
Random Properties. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, the creatures that guard the shrine are already immune to the effect. Doors. All the doors in this sector are locked. Random Encounters. No random encounters occur in the Temples of Extraction. Black
check allows a character to intuit the effects of a working shrine, including how it channels the life essence of the trapped Chosen to another place and how to disable it. When a shrine is disabled, its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
an aura of transmutation magic throughout the area. A character who has proficiency with tinker’s tools can use the tools to disable the engine with a successful DC 15 Intelligence check. The same
these changes: The swarm is made up of Tiny constructs. It doesn’t require air, food, drink, or sleep. The swarm has vulnerability to lightning damage, is immune to exhaustion, and can’t be charmed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
psipods do and how to disable them. Psipods A psipod is a magic device that connects the mind of an unconscious humanoid to the mind of the ulitharid in area 12g. The psychic residue that coats each
takes damage in the Waterdeep simulation. A psipod shuts down if it is disabled or destroyed. To disable a psipod, a creature must disconnect three of the eight copper wires connecting it to the metal
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Rune of Fear increases the trap’s power. Each successful check on an attempt to disable the rune increases the damage of the blades and the crushing pillars by 5 (1d10) and increases the rune’s
) check is then required to disable the sphere of force that surrounds the lock (dispel magic is ineffective against it). Success on a DC 20 Dexterity check using thieves’ tools picks the lock. Finally
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
thieves’ tools can spend 1 minute trying to disable the lock, doing so with a successful DC 20 Dexterity check. A knock spell or similar magic also opens a chest. Here are the chests’ descriptions: Chest 1
random form of short-term madness (see “Madness” in the Dungeon Master’s Guide). A creature can be affected only once by the statue, after which it becomes immune to the effect. Chest 8 houses an
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
(see area 3). Using the key doesn’t bypass the trap (it doesn’t need to, as skeletons are immune to poison damage), but grants advantage on the saving throw when the trap is triggered. This encounter
broken up and never used again — and sets a very real threat of dark destruction on the characters if they fail to permanently disable the relic. Franchise Opportunity. The bored liches’ thirst for
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
attempt a DC 15 Strength (Athletics), Dexterity (Sleight of Hand), or Intelligence (Arcana) check to disable that wall. On a failed check, the character takes 5 (1d10) lightning damage. Both walls must
also be severed (AC 10, 15 hit points, immune to poison and psychic damage) or broken with a successful DC 20 Strength check. The manner in which Stevie is tightly bound prevents the modron from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. On a successful save, the creature is immune to this stench for 1 hour. Trash. The waste in the area is difficult terrain. Stalagmites. These 10-foot-diameter spires of rock rise 20 feet above the
, and a successful DC 20 Intelligence (Arcana) check. Each time a character tries to disable the circle and fails, the circle unleashes a pulse of magical power that forces each creature in the area to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
is to drink from the cask marked with the red square to adopt a cloudlike form. The floorboards are otherwise immovable and immune to all damage. If the characters have trouble solving the puzzle, any
(Investigation) check. On a successful check, the character notices a spring-loaded compartment beneath the box’s lid. A character can use thieves’ tools to try to dismantle this compartment and disable






