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Returning 35 results for 'been border diffusing closer reduced'.
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Oaken Bolter
Legacy
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Monsters
Mordenkainen’s Tome of Foes
damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature
, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time.
Explosive Bolt (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;t reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Harpoon", "rollDamageType
, the clockwork is incapacitated until the end of its turn.
8
Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
PoisonReel In. The clockwork pulls the creature grappled by its Harpoon up to 20 feet closer.
Monsters
Planescape: Adventures in the Multiverse
reactions per round but only one per turn.
Deflect Attack. In response to being hit by an attack roll, the conduit partially deflects the blow. The damage the conduit takes from the attack is reduced by 1d10
Transcendent Order train to act without thinking, eliminating thought behind action. Conduits react with the cadence of the multiverse. Their sharp reflexes border on precognition, allowing them to unconsciously act before their foes.
Monsters
Bigby Presents: Glory of the Giants
save, the creature takes 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Trail of Frost", "rollDamageType":"cold"} cold damage, and its speed is reduced by 10 feet until the start
who withdrew from the world and succumbed to their elemental nature. Most rime hulks dwell in the Frostfell, the “plane of ice” that forms the border between the Elemental Planes of Air and
Monsters
Quests from the Infinite Staircase
condition (escape DC 17). The vine vanishes when the target is no longer grappled, or when the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the
carrying, to an unoccupied space they can see within 15 feet. A creature reduced to 0 hit points by the psychic damage has the unconscious condition and is stable instead of dying.
Spell Refuge. When
Monsters
Dragonlance: Shadow of the Dragon Queen
the Material Plane while she is in the Border Ethereal, and vice versa, yet she can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60
transformation ends if Leedara is reduced to 0 hit points or uses an action to end it.Leedara died during the Cataclysm over three hundred years ago. Once an elven priest, Leedara witnessed her companion and
Monsters
Strixhaven: A Curriculum of Chaos
":"4d8","rollType":"damage","rollAction":"Briar Vine","rollDamageType":"poison"} poison damage. If the target is a Large or smaller creature, the apprentice can pull it up to 10 feet closer to itself
if it isn’t wearing armor or wielding a shield, and it has advantage on attack rolls against any creature missing hit points. This form lasts for 1 minute or until the pledgemage is reduced to 0 hit points.
Monsters
Quests from the Infinite Staircase
creature, it has the grappled condition (escape DC 14), and the horrid plant can pull the target up to 25 feet closer to itself. Until the grapple ends, the target has the restrained condition, and the
":"Vampiric Tendril", "rollDamageType":"necrotic"} necrotic damage on a failed save or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the
Monsters
Spelljammer: Adventures in Space
object.
Crew of the Last Breath. The following rules apply to Agony the ghost:
As long as the Last Breath has at least 1 hit point, the ghost can’t be permanently slain. If the ghost is reduced
Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage
Monsters
Eberron: Rising from the Last War
much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying.In the final days of the Last War, House Cannith
use its Stomp action, but makes three extra turret attacks when it takes the Multiattack action option.
“Landro” (Colossus WX-33) is partially phased into a mountainside on the border of
Monsters
Spelljammer: Adventures in Space
","rollDamageType":"cold"} cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn’t
(dragon’s choice) the closer one gets to the lair. The moan is audible 6 miles from the lair if the dragon is ancient, or 3 miles if the dragon is an adult.
Moon Devils. Swirling funnels of
Monsters
Spelljammer: Adventures in Space
Breath","rollDamageType":"cold"} cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn’t
louder or fainter (dragon’s choice) the closer one gets to the lair. The moan is audible 6 miles from the lair if the dragon is ancient, or 3 miles if the dragon is an adult.
Moon Devils.
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border
Zelennor, watches over the wizard’s frozen remains. It uses the weasel stat block in the Monster Manual but is a fey instead of a beast. If Zelennor is reduced to 0 hit points, Nass’s
Monsters
Mythic Odysseys of Theros
; Recharges after a Short or Long Rest). If Hythonia is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she sheds her skin, regains 199 hit points, and moves up to her speed
","rollDamageType":"bludgeoning"} bludgeoning damage, and Hythonia can pull the target up to 5 feet closer to her if it is a Large or smaller creature.Hythonia can take 3 legendary actions, choosing from the options
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Celestials Various Celestials watch over the Outlands, particularly those reaches that border the Upper Planes. Angels and archons (presented later in this book) are particularly common. Some seek to
prevent fiendish incursions into the plane, while others try to align the Outlands closer to goodly philosophies. Outlands Celestials d4 Encounter 1 An empyrean calls for aid in taking back a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Plan Encounters Encounters are the individual scenes in the larger story of your adventure. Reduced to fundamentals, an encounter is an objective with an obstacle. It accomplishes one or more of the
following: Moving characters closer to achieving a goal Frustrating the characters’ progress toward a goal Revealing new information
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creature’s speed isn’t reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and
fails. As a bonus action, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time.
Explosive Bolt (Recharge 5–6). The oaken bolter
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
border on precognition, allowing them to unconsciously act before their foes. Transcendent Order Conduit Small or Medium Humanoid, Any Alignment
Armor Class 18 (Unarmored Defense)
Hit Points 97
.
Deflect Attack. In response to being hit by an attack roll, the conduit partially deflects the blow. The damage the conduit takes from the attack is reduced by 1d10.
Don’t Be There. When the conduit
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
distance such that characters who move toward the castle seem to get farther away from it. However, if all the characters move toward the hanging sun, the castle seems to move closer to them. Only by moving
the castle, read the following: Aside from a few antechambers, this once-impressive castle has been reduced to scorched rubble. Two hulking, bipedal creatures covered in spikes and smeared with blood stalk the castle’s bailey.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the Frostfell, the “plane of ice” that forms the border between the Elemental Planes of Air and Water. Others lurk in isolated rifts in enormous polar glaciers. Smaller and weaker than their
space for the first time during this move, that creature must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet until
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
dune. At first, he seems to shimmer in the heat and desert haze, but as he walks closer, it becomes apparent that he’s a ghost.
This is the ghost of Amun Sa, former pharaoh of Bakar. He walks in a
into the Border Ethereal and continues his solemn march. Amun Sa doesn’t harm the party and makes no further attempts to defend himself. If Amun Sa’s ghost is slain, he appears to the characters again
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in the distance beyond the hazy border. Next Event. As this event approaches its end, the characters hear cackling laughter far off in the distance. This laughter gets closer and louder, heralding the
disappear when they reach the edge of the map. Garoknul stops its chase to battle the characters. If reduced to 50 hit points or fewer, Garoknul uses its next action to teleport away. Next Event. When
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
vials of various solid and liquid substances, but nothing valuable or dangerous.
The puppet responds to any movement within 20 feet of it and threatens any creature that comes closer, shouting in
psychic damage, and ability scores of 10. It can’t be charmed or frightened, and it is not subject to exhaustion. It speaks and understands Common, has no attacks, and falls to pieces if reduced to 0 hit
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
charmed by the harpy’s Luring Song thinks it’s the most beautiful sound they have ever heard. It’s easy to imagine how a ship might be lured off course to get closer to the source of this music. Talking
: If the characters have already reduced the harpy to fewer than half its hit points, it might flee. If the characters claimed the treasure from the crow’s nest while the harpy was absent, it might
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the mouth shuts must make a DC 20 Dexterity saving throw. A creature is pushed 5 feet closer to the throat on a failed save. A creature caught between the teeth that succeeds on this saving throw can
membrane is reduced to 0 hit points, it tears open with a violent shudder. The Nematode reacts with regurgitation. This forces its digestive juices upward and into its mouth, which opens. When the membrane
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Bloodheart Stake. The impaler is magically bound to the ceremonial stake and the sacrificed corpse the ritual caster used to create it. If the impaler is reduced to 0 hit points, it disappears, then
re-forms 1d8 hours later in the nearest unoccupied space to the stake and regains all its hit points. The impaler dies only if it is reduced to 0 hit points while either the ceremonial stake is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies. Falling
unconscious.
Death Saving Throws Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
covers the ground, which kills all ordinary plants growing within 3 miles of the lair. Haunting Moan. A haunting sound gets louder or fainter (dragon’s choice) the closer one gets to the lair. The moan is
, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage only.
Bonus Actions
Phase (3/Day). The dragon becomes partially incorporeal
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies. Falling
with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
condition (escape DC 14), and the horrid plant can pull the target up to 25 feet closer to itself. Until the grapple ends, the target has the restrained condition, and the horrid plant can’t use the same
point maximum is reduced by an amount equal to the damage taken, and the horrid plant regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Closer to the door is a toy chest with windmills painted on its sides and a dollhouse that’s a perfect replica of the dreary edifice in which you stand. These furnishings are draped in cobwebs. Lying in
dungeon below it. Both ghosts can be intimidated into leaving their hosts with a successful DC 11 Charisma (Intimidation) check made as an action. A ghost reduced to 0 hit points can reform at dawn
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The spindle is impervious to damage, and it generates a magical repulsion field that prevents creatures from approaching any closer to it than 5 feet. When Halaster created the mithral spindle, he
creature that is reduced to one-twelfth its normal size falls from the castle, it will travel over 600 relative feet before hitting the cavern floor due to the reducing effect around the castle, which
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. MALEVOLENT DWELLERS OF THE DEEP
The sahuagin are cruel and vicious in equal measure. Although they are humanoid in form, they have a mindset closer to that of predatory sharks than the outlook of humans or
side of the door, about 4 feet above the floor. All doors open into the areas they border on metal casters that move along grooves cut into the stone floor. Gates and Pillars All gates consist of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
roads leading toward farmlands near the Estwilde border. The characters are ordered to follow the road east and see what they find. Twenty miles east of Kalaman, where the road crosses the Raiding Rill
armed soldiers marching toward Kalaman. These soldiers are at least a mile away and don’t bear the colors of either Kalaman or the Dragon Army. If the characters draw closer, it’s clear the soldiers
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
conjured dreamscape, characters can take psychic damage from hostile dream-creatures and other effects. A character reduced to 0 hit points by this psychic damage is unconscious but stable, and unable
standing in defense of Lulu and the angel, facing outward as six small, spine-covered devils creep closer. In the distance, a formation of battered and retreating human warriors disappears through a portal






