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Returning 35 results for 'before being dealing contested removed'.
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before being dealing connected removed
before being dealing contest removed
Monsters
Monster Manual
dealing any damage. Any nonmagical weapon takes a cumulative −1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if
the penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon.
The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.Pseudopod. Melee Attack
Monsters
Monster Manual
);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Corrosive Form", "rollDamageType":"Acid"} Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing
any damage. Any nonmagical weapon takes a cumulative −1 penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the
Poltergeist
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
, the poltergeist makes a Charisma check contested by the target’s Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including
path (+4;{"diceNotation":"1d20+4","rollType":"to hit"} to hit) and dealing 5 (2d4);{"diceNotation":"2d4","rollType":"damage","rollDamageType":"bludgeoning"} bludgeoning damage on a hit.Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
magic-items
contains 7 petals. While holding it, you can use an action to pluck a petal to cast the guiding bolt spell (+5 to hit), dealing necrotic damage instead of radiant. The skull regrows 1d4 plucked petals daily
head. These black petals cannot be removed physically, and any attempt to do so causes you to take 2d6 necrotic damage. If you travel to a different plane while cursed, you grow a further 1d4 black
magic-items
contains 7 petals. While holding it, you can use an action to pluck a petal to cast the guiding bolt spell (+5 to hit), dealing necrotic damage instead of radiant. The skull regrows 1d4 plucked petals daily
head. These black petals cannot be removed physically, and any attempt to do so causes you to take 2d6 necrotic damage. If you travel to a different plane while cursed, you grow a further 1d4 black
magic-items
contains 7 petals. While holding it, you can use an action to pluck a petal to cast the blight spell (save DC 16), dealing necrotic damage instead of radiant. The skull regrows 1d4 plucked petals daily at
. These black petals cannot be removed physically, and any attempt to do so causes you to take 2d6 necrotic damage. If you travel to a different plane while cursed, you grow a further 1d4 black petals
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts
: 8 (1d8 + 4);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, the vampire can grapple the
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.Multiattack
damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts
);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18
Monsters
Waterdeep: Dungeon of the Mad Mage
until the stake is removed.
Sunlight Hypersensitivity. Zorak takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks
":"1d8+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, Zorak can grapple the target (escape DC 18).
Bite. (Bat or Vampire
monsters
removed.
Sunlight Hypersensitivity. While in sunlight, Strahd takes 20 Radiant damage at the start of his turn, and he has Disadvantage on attack rolls and ability checks.Multiattack (Vampire Form Only
dealing the Slashing damage.
Bite. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is Grappled by
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
. Turning Immunity. The avatar is immune to features that turn undead.
Actions
Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing
Monsters
Waterdeep: Dungeon of the Mad Mage
incapacitated in her resting place, Keresta is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Keresta takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she
);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, Keresta can grapple the target (escape DC 18).
Bite
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Charisma (Deception) check contested by the golems’ Wisdom (Insight) check, with advantage on the check if the portrayal is particularly convincing. On a successful check, the golem won’t attack that
is one of Halaster’s gates (see “Gates”). It is composed of one hundred stone jigsaw pieces, each weighing 10 pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Charisma (Deception) check contested by the golems’ Wisdom (Insight) check, with advantage on the check if the portrayal is particularly convincing. On a successful check, the golem won’t attack that
is one of Halaster’s gates (see “Gates”). It is composed of one hundred stone jigsaw pieces, each weighing 10 pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
(+5 to hit), dealing necrotic damage instead of radiant. The skull regrows 1d4 plucked petals daily at dawn. If you pluck the last petal, the skull crumbles to dust and is destroyed. Curse. This skull
reach at all times. While cursed, whenever you finish a long rest, a black petal grows on your head. These black petals cannot be removed physically, and any attempt to do so causes you to take 2d6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Charisma (Deception) check contested by the golems’ Wisdom (Insight) check, with advantage on the check if the portrayal is particularly convincing. On a successful check, the golem won’t attack that
is one of Halaster’s gates (see “Gates”). It is composed of one hundred stone jigsaw pieces, each weighing 10 pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at
Monsters
Curse of Strahd
.
Stake to the Heart. If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.
Sunlight Hypersensitivity. While
","rollAction":"Unarmed Strike","rollDamageType":"necrotic"} necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 18) instead of dealing the slashing damage.
Bite. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
does so if it succeeds on a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). When the giant appears, it
creature that ends its turn in an area of gorgon mud must succeed on a DC 12 Constitution saving throw or be petrified. Gorgon mud removed from its pool becomes ordinary mud. The pool radiates an aura of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
does so if it succeeds on a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). When the giant appears, it
creature that ends its turn in an area of gorgon mud must succeed on a DC 12 Constitution saving throw or be petrified. Gorgon mud removed from its pool becomes ordinary mud. The pool radiates an aura of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
does so if it succeeds on a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). When the giant appears, it
creature that ends its turn in an area of gorgon mud must succeed on a DC 12 Constitution saving throw or be petrified. Gorgon mud removed from its pool becomes ordinary mud. The pool radiates an aura of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dealing with Amrik Unless the characters attack him at once, Amrik assumes they’ve come to him for a loan. He is more than happy to provide one, up to a limit of 150 gp (the amount currently carried
paying it back. Characters who plan to rip off Amrik must succeed on a Charisma (Deception) check contested by Amrik’s Wisdom (Insight) check, as described under “Contests” in chapter 7 of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
character who suspects that “Vilroy” is hiding something can make a Wisdom (Insight) check contested by the changeling’s Charisma (Deception) check. A character who wins the contest detects slight
real Sergeant Vilroy and flubs any sustained questioning. If the characters realize they’re not dealing with the real Sergeant Vilroy and confront the changeling, Jas leaps out of the skycoach, uses a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dealing with Amrik Unless the characters attack him at once, Amrik assumes they’ve come to him for a loan. He is more than happy to provide one, up to a limit of 150 gp (the amount currently carried
paying it back. Characters who plan to rip off Amrik must succeed on a Charisma (Deception) check contested by Amrik’s Wisdom (Insight) check, as described under “Contests” in chapter 7 of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
character who suspects that “Vilroy” is hiding something can make a Wisdom (Insight) check contested by the changeling’s Charisma (Deception) check. A character who wins the contest detects slight
real Sergeant Vilroy and flubs any sustained questioning. If the characters realize they’re not dealing with the real Sergeant Vilroy and confront the changeling, Jas leaps out of the skycoach, uses a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the
pudding with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing any damage. Any nonmagical weapon takes a cumulative −1
Compendium
- Sources->Dungeons & Dragons->Monster Manual
penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the
pudding with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing any damage. Any nonmagical weapon takes a cumulative −1
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dealing with Amrik Unless the characters attack him at once, Amrik assumes they’ve come to him for a loan. He is more than happy to provide one, up to a limit of 150 gp (the amount currently carried
paying it back. Characters who plan to rip off Amrik must succeed on a Charisma (Deception) check contested by Amrik’s Wisdom (Insight) check, as described under “Contests” in chapter 7 of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the
pudding with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing any damage. Any nonmagical weapon takes a cumulative −1
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
character who suspects that “Vilroy” is hiding something can make a Wisdom (Insight) check contested by the changeling’s Charisma (Deception) check. A character who wins the contest detects slight
real Sergeant Vilroy and flubs any sustained questioning. If the characters realize they’re not dealing with the real Sergeant Vilroy and confront the changeling, Jas leaps out of the skycoach, uses a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
of the fantasy genre revolve around dealing with a dragon who has become too monstrous and putting an end to the danger the dragon poses to peoples and civilizations. Three basic goals can provide the
population to make a lair in the ruins of what was once a great city or stronghold. The people displaced want their home back, so the dragon must be removed. Killing the dragon is not necessarily the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
drive them out of Argynvostholt. As an action, a revenant attacks twice with its longsword, wielding the weapon with both hands and dealing 15 (2d10 + 4) slashing damage on a hit. Characters who study
(area Q51) is another 20 feet above that. The bar across the north door is easily lifted from this side. Once the bar is removed, the door can be pulled open to reveal a stone staircase leading down to a cemetery (area Q15).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
drive them out of Argynvostholt. As an action, a revenant attacks twice with its longsword, wielding the weapon with both hands and dealing 15 (2d10 + 4) slashing damage on a hit. Characters who study
(area Q51) is another 20 feet above that. The bar across the north door is easily lifted from this side. Once the bar is removed, the door can be pulled open to reveal a stone staircase leading down to a cemetery (area Q15).
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
of the fantasy genre revolve around dealing with a dragon who has become too monstrous and putting an end to the danger the dragon poses to peoples and civilizations. Three basic goals can provide the
population to make a lair in the ruins of what was once a great city or stronghold. The people displaced want their home back, so the dragon must be removed. Killing the dragon is not necessarily the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the Mending
without expending extra movement to do so.
Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative −1 penalty