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Returning 17 results for 'disable instead are been'.
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Monsters
Spelljammer: Adventures in Space
spacefaring vessel, it uses a magical vibration to disable the ship’s spelljamming helm. The reigar then commands the esthetic to grapple members of the ship’s crew and dissolve their flesh with
;{"diceNotation":"2d10","rollType":"roll","rollAction":"Jammerscream (Hours)"} hours instead of 2d10;{"diceNotation":"2d10","rollType":"roll","rollAction":"Jammerscream (Days)"} days. On a successful
magic-items
can devise a general line of thought of 25 words or fewer. While you wear this pin, a creature that reads your thoughts detects your preprogrammed line of thought instead. A creature that takes the
. While wearing this pin, you can cast the Nondetection spell on yourself. The duration of this spell is permanent until you disable the effect (no action required), you remove the pin, or you are no longer attuned to the pin.
magic-items
would enable him to achieve his dream. Yet the potential power of his creation terrified Damara so much that he dared not use the orb. Instead, the wizard entombed himself with the Artifact to seal it
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
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
traps become more dangerous over time, as they accumulate power or gain speed. Complex traps are also more difficult to disable than simple ones. A single check is not enough. Instead, a series of
Complex Traps A complex trap poses multiple dangers to adventurers. After a complex trap activates, it remains dangerous round after round until the characters avoid it or disable it. Some complex
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
look ungainly, but each can carry tons of trade goods. The characters land at the easternmost inlet if they arrive at Gracklstugh by way of the Darklake, near the Ghohlbrorn’s Lair inn. If they instead
one of the bars — with a successful DC 14 Wisdom (Perception) check, and can disable it with a successful DC 12 Dexterity check using thieves’ tools. Nearly 100 feet into the pipe, a hatch on the floor
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
modifiers. The githyanki ship is 50 feet away from the hammerhead ship and maintains its distance throughout this encounter, attempting to disable the characters’ ship before the githyanki attempt to board it
be used to damage an enemy ship or hamper its crew. A ship’s spelljamming helm or pilot often can’t be targeted without being aboard the enemy ship. Boarding. The characters can board the ship instead
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
another spacefaring vessel, it uses a magical vibration to disable the ship’s spelljamming helm. The reigar then commands the esthetic to grapple members of the ship’s crew and dissolve their flesh
creature takes 42 (12d6) psychic damage, and the helm is suppressed for 2d10 hours instead of 2d10 days. On a successful save, the creature takes half as much damage, and the helm is suppressed for 2d10 minutes instead of 2d10 days.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
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
may disable its magic by making three successful DC 15 ability checks: Strength to smash the pillars, Dexterity to remove elements and disable key arcane runes, or Intelligence to disrupt the flow of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
target has the petrified condition (instead of the restrained condition) until it is removed by the Greater Restoration spell or similar magic. Once this property is used, it can’t be used again until
action, you can hold this card aloft and magically disable each trap within 60 feet of you that isn’t behind total cover. A trap, for the purpose of this property, includes any object or mechanism that
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of poison gas hidden in the door itself. As an action, a character can try to disable the trap using thieves’ tools, doing so with a successful DC 15 Dexterity check. Unless the trap is disabled
the trap is detected, a character can spend 1 minute trying to disable it, either by plugging the holes or by placing counterweights on the hooks as someone else carefully lifts the painting. The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, the spell slot is expended as normal, but the spell has no effect. Instead, the magic is absorbed by the relief, filling it with a number of charges equal to the level of spell slot expended and causing
teleported to an unoccupied space in area T20a. If there’s not enough space in that location for the creature or object, it is unable to pass through the portal and is rebuffed instead. Southeast Archway
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, including her armors and weapons, is on the floor next to the chair. Xardorok won’t fight to the death in this area. Instead, he uses the secret door (see below) to retreat to area X30 and uses the
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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Lottie’s Palace The creator of the Orrery of the Wanderer, Lottie is a lich and a master of clockwork magic. Her palace is not a typical lich’s lair, however, instead taking the form of a swanky
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
instead has darkvision out to a range of 60 feet. It can understand Common but speaks only preprogrammed responses. If the modron has a flying speed, the replica has wings but can’t fly. The modron’s
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
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
trapped with a magical glyph. A character who examines the door can find the glyph by succeeding on a DC 17 Intelligence (Investigation) check, and any character can disable the glyph by succeeding on
shrine. The figure bears a moonlike sphere instead of a face. The sphere is illuminated by white light shining from a silver mirror in the crook of the statue’s left arm. Coiled around the plinth is an
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
following changes: She has 200 hit points and wears hide armor (AC 14). She wields a wooden maul made from the mast of a warship, instead of a greatsword. She has a +14 bonus to hit with the weapon
a storm giant, with the following changes: He has 272 hit points. He wields a giant-sized trident of fish command instead of a greatsword. Uthor has a +14 bonus to hit with the weapon, which has a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
outside this drop tube shows a flickering image of this deck’s layout. Aphelion might disable the screen or let the characters use it to get their bearings, depending on the computer’s current attitude
enter. The androids wield scalpels and can deal piercing damage with their Force Strikes instead of force damage. The androids declare the character with the fewest hit points their new patient and






