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Returning 35 results for 'before before dropping course reduce'.
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before before dropping cause reduced
Monsters
Strixhaven: A Curriculum of Chaos
":"damage", "rollAction":"Scroll Bash", "rollDamageType":"thunder"} thunder damage.
Reduce to Memory (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Reduce to Memory
":"damage", "rollAction":"Reduce to Memory", "rollDamageType":"thunder"} thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw
Monsters
Strixhaven: A Curriculum of Chaos
"} thunder damage.
Reduce to Memory (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Reduce to Memory"}. Thundering golden energy erupts around a creature the apprentice can
see within 90 feet of it. The creature must make a DC 12 Constitution saving throw, taking 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Reduce to Memory", "rollDamageType
Animal Shapes
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't
Polymorph
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0
True Polymorph
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage
carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage
carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0
hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
lair, the creature must first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect
.
If the dragon dies, these effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.Poison, Psychic
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0
hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.Poison, Psychic
Monsters
Fizban's Treasury of Dragons
, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and
throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect.
Thriving Wildlife. Giant squid are
Monsters
Fizban's Treasury of Dragons
creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce
DC 15 Constitution saving throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect.
Thriving
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dropping to 0 Hit Points When a creature drops to 0 Hit Points, it either dies outright or falls unconscious, as explained below. Instant Death Here are the main ways a creature can die instantly
). Knocking Out a Creature
When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point and give it the Unconscious condition. It then starts
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dropping to 0 Hit Points When a creature drops to 0 Hit Points, it either dies outright or falls unconscious, as explained below. Instant Death Here are the main ways a creature can die instantly
). Knocking Out a Creature
When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point and give it the Unconscious condition. It then starts
Compendium
- Sources->Dungeons & Dragons->Rrakkma
levels of exhaustion while on this plane doesn’t die. Instead, the creature gains a random form of indefinite madness, as described here. Finishing a long rest doesn’t reduce a creature’s exhaustion
have the characters make a saving throw after reasonably thorough exploration or encounters in every two to three rooms, and definitely at the end of each short rest taken. Of course a long rest can be very trying on the characters that end up attempting eight saving throws over that time.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t
reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For
example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t
reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For
example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked
Monsters
Fizban's Treasury of Dragons
creature makes an attack roll or an ability check, it must roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a
and settle there in large numbers.
If the dragon dies, the population of giant lizard;giant lizards near the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType
Monsters
Fizban's Treasury of Dragons
roll or an ability check, it must roll a d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save, the creature
over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. Rocks immediately stop moving of their own accord. The existing abundance of crystals and emeralds remains
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect. Verdant Growth. Vegetation and fungi
within 6 miles of the dragon’s lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food. If the dragon dies, these effects fade over the course of 1d10 days.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Wisdom, and Charisma scores. Choose the item’s abilities, or determine them randomly as follows: roll 4d6 for each one, dropping the lowest roll and totaling the rest. Alignment. A sentient magic
exclusion of all else. As long as the wielder’s use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and the stars. Use the Wilderness Navigation table earlier in this chapter to determine whether a ship veers off course. Random Encounters at Sea You can check for random encounters at sea as often
. From a crow’s nest, a lookout can spot another ship or a coastline up to 10 miles away, assuming clear skies. Overcast skies reduce that distance by half. Rain and fog reduce visibility just as they
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
first succeed on a DC 15 Constitution saving throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this
population of giant squid in the region returns to normal levels over the course of 1d10 days. The existing abundance of crystals and topazes remains, but new ones form at a normal rate.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
convince a randomly encountered creature to let them pass by telling them about the wealthy drow following them, you might reduce the pursuit level by 1 as the drow are forced to deal with the encounter
tunnel between the party and their pursuers, and dropping the pursuit level by 1 or 2.
Don’t do this so often that the players feel they haven’t earned it, but use it as an option to keep the pursuit going rather than coming to an anticlimactic conclusion.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
nearby. Then, of course, there’s the small force of bugbears guarding the pen and the gnolls surrounding the inn. That doesn’t look right at all.
The amount of time the characters spend skulking
battle against it by dropping flowerpots on its head from the second-story landing. She tied it up in several of her dresses, and is now wondering what to do with it. Haeleeya is glad to hand the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item's abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest
the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Lorehold Scholars The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical
damage plus 9 (2d8) thunder damage.
Reduce to Memory (Recharge 6). Thundering golden energy erupts around a creature the apprentice can see within 90 feet of it. The creature must make a DC 12
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
beneath the surface, and ruined castles. The “Dungeons” section in chapter 3 can help you craft a dungeon environment for an adventure. Of course, not every adventure takes place in a dungeon. A
or play groups against each other to reduce the threat of the more powerful monsters. For example, in a dungeon inhabited by mind flayers and the grimlocks they rule, the adventurers might try to
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
CADETS ONLY: COLLECT SERVICE WEAPONRY FROM MISTER BLIP IN STORES
SPELLJAMMER CADETS ONLY: REPORT TO SPELLJAMMER NEXUS FOR BASIC TRAINING
ALL CADETS: COMPLETE GYMNASIUM ASSAULT COURSE
The task
Spelljammer Nexus, the training area for Spelljammer cadets. The thefts have shaken the confidence of the academy’s investors and caused them to reduce their monthly funding. Mirt is not happy! Boatswain






