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Returning 13 results for 'behaves bleed diffusing confined regarded'.
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Spells
Basic Rules (2014)
mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat
.
Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom. The creature begins to bleed
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the
Dexterity. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the
Dexterity. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the
Dexterity. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the
Dexterity. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the
Dexterity. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the
Dexterity. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
can escape. Treasure. The tribe’s leader has four gems worth 100 gp each. Nine of the other troglodytes have single gems, seven worth 50 gp each and two 10 gp ones. These gems are regarded as holy
, the bars that block entry into the adjacent room (area 30) lift into the ceiling, allowing the creatures therein to emerge and attack. 30. Imprisoned Guards Four manticores are confined here by Nosnra
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
can escape. Treasure. The tribe’s leader has four gems worth 100 gp each. Nine of the other troglodytes have single gems, seven worth 50 gp each and two 10 gp ones. These gems are regarded as holy
, the bars that block entry into the adjacent room (area 30) lift into the ceiling, allowing the creatures therein to emerge and attack. 30. Imprisoned Guards Four manticores are confined here by Nosnra
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
can escape. Treasure. The tribe’s leader has four gems worth 100 gp each. Nine of the other troglodytes have single gems, seven worth 50 gp each and two 10 gp ones. These gems are regarded as holy
, the bars that block entry into the adjacent room (area 30) lift into the ceiling, allowing the creatures therein to emerge and attack. 30. Imprisoned Guards Four manticores are confined here by Nosnra
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
room. All the chests are unlocked. Each contains personal effects and a small ivory statuette of Semuanya. These are of no value but are regarded as very valuable by the shamans. Treasure. The chests
. 43b. Empty Water Cell This cell is identical to 43a but is empty, and its vertical grill is open. 43c–43d. Empty Cell This cell is empty. 43e. Lizardfolk Cell A single lizardfolk is confined in this
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
room. All the chests are unlocked. Each contains personal effects and a small ivory statuette of Semuanya. These are of no value but are regarded as very valuable by the shamans. Treasure. The chests
. 43b. Empty Water Cell This cell is identical to 43a but is empty, and its vertical grill is open. 43c–43d. Empty Cell This cell is empty. 43e. Lizardfolk Cell A single lizardfolk is confined in this
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
room. All the chests are unlocked. Each contains personal effects and a small ivory statuette of Semuanya. These are of no value but are regarded as very valuable by the shamans. Treasure. The chests
. 43b. Empty Water Cell This cell is identical to 43a but is empty, and its vertical grill is open. 43c–43d. Empty Cell This cell is empty. 43e. Lizardfolk Cell A single lizardfolk is confined in this






