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Returning 35 results for 'being before drink completely round'.
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Magic Items
Dungeon Master’s Guide
The contents of this foul manuscript are the meat and drink of the wicked. It contains knowledge so horrid that to even glimpse the scrawled pages invites doom.
Most believe the lich-god Vecna the
cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be
Stinking Cloud
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn
retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Monsters
Mythic Odysseys of Theros
sable's allies is within 5 feet of the creature and the ally isn't incapacitated.
Surprise Attack. If the sable surprises a creature and hits it with an attack during the first round of combat, the
are guarded by ancient monsters.
Constructed Nature. An anvilwrought doesn't require air, food, drink, or sleep.Fire, Poison
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
place in the initiative order and animates at the start of its next turn, provided that its body hasn’t been completely destroyed.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
the next round.
Walls sprout spectral appendages until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the tyrant and starts its
Monsters
Van Richten’s Guide to Ravenloft
ability check.
Unusual Nature. The necrichor doesn’t require air, food, drink, or sleep.Multiattack. The necrichor makes two attacks.
Pseudopod. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.
The attached necrichor can telepathically control the target’s move
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
Nature. A demilich doesn’t require air, food, drink, or sleep. So great is a demilich’s will to survive that it always has the maximum number of hit points for its Hit Dice, instead of average
antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
The demilich targets any number of creatures it can see within 30 feet of it. No target can regain
Book of Vile Darkness
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to
and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be divined.
Nature can’t
Juiblex
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Burning Slime
creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.If the slime is set on fire, it burns away after 1 round. Any creature that starts its
Magic Items
Keys from the Golden Vault
The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to
and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be divined.
Nature can’t
Monsters
Quests from the Infinite Staircase
permanently fouls the water for 10 miles from the place where the horn dissolved. The fouled water is unfit to drink, chokes aquatic wildlife, and withers plants.Multiattack. Zargon makes two Barbed
takes its turn immediately after Zargon’s. Only a Wish spell can reverse this transformation and restore the creature to life.Zargon can take up to three reactions per round but only one per turn
Monsters
Fizban's Treasury of Dragons
","rollType":"roll","rollAction":"Adventure Hook"}
Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a
one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and
reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and
reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Adventure Hook"}
Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue
the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Cancellation. The dragon chooses an
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
each to receive three pints of either heady ale or non-alcoholic cider (their choice). The goal is to drink the pints as quickly as possible over 3 rounds.
Each round, each participating character must
proceed to the next round. A character who succeeds on all three saves wins the game.
If multiple characters succeed on all three saving throws, compare the results of those chuggers’ last saves
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
)Slice of Cake (crossed out)1 GP
Drunken Dragon Handout Buy the House a Round. For 20 GP, a character can buy a drink for everyone in the taproom. For the next 24 hours, that character has
likes dessert.” (True)
Tavern Features The tavern has the following features:
Taproom. The tavern’s taproom holds a sticky bar counter, ten round tables, and forty chairs in varying states of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
water. The statue emits a dim purple radiance, its head is completely turned around, and one of its arms has broken off and is nowhere to be seen.
Ooze. A psychic gray ooze lurks beneath the murky
alcove, drips down the walls, and accumulates in the west end of the room before slowly leaking out through smaller cracks in the floor. The water is tepid, and not fit for drinking unless a purify food and drink spell is cast on it.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
times, and good friends! And look to the kingfishers for good luck!”
An energetic round of cheers follows the mayor’s words. With that, the Kingfisher Festival is officially underway.
Vogler’s village
circle is the heart of the Kingfisher Festival’s events. Here, townsfolk share food and drink while a rotating series of enthusiastic local musicians take to the stage and encourage the crowd to
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, this one has been cleared completely of debris, forming a seemingly easy path forward. Unfortunately, it’s a trap. While there are no outward signs for characters to notice that might give this fact
) check to escape the grapple. Unrestrained characters in the area must save against this effect at the beginning of their turn each round. As the characters are being grappled, a freezing fog fills the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
.
A lit torch or its equivalent uses up air as a character does. Briefer but hotter magical effects consume 1 hour of air per die of fire damage per round. For example, a fireball spell that deals 8d6
tunnels and chambers are filling with water flowing in from area 6. The water rises at a rate of 1 foot per hour, meaning most of the tunnels and chambers will be completely flooded within 10 hours. Areas
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
worlds of the Material Plane. Every D&D world—whether round, flat, or some other shape—exists in an airless void known as Wildspace. A world might be solitary, or it might have neighbors: one or more
, like Wildspace, is a void; however, it is not an airless one. Here, you can breathe normally and exist indefinitely, never aging and never needing food or drink. You can propel yourself through the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters each have a round to cast a spell or drink a potion. But otherwise, the action is continuous. Dropping out from behind a dark cloud is an airship held aloft by a large balloon — emblazoned with
components as they can. Round 1 The Six’s airship begins 100 feet away from the characters’ battle balloon. Roll initiative for the airship and all the creatures on it, but the creatures intentionally take no
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
look like bobbing lantern lights in the distance, although they can choose to alter their colors, or wink out completely. When they activate their lights, will-o’-wisps offer hope, hinting of safety
, drink, or sleep. Will-o’-Wisp
Tiny undead, chaotic evil
Armor Class 19
Hit Points 22 (9d4)
Speed 0 ft., fly 50 ft. (hover)
STR
1 (−5)
DEX
28 (+9)
CON
10 (+0
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
” in this haunted zone is an illusion. The illusion stands still in anticipation of the characters returning its toast, at which point the illusion quaffs its drink; it doesn’t respond to anything else
drink from one of the chalices on the table. The wine is thick and metallic tasting. When the character drinks it, the character’s vision slowly turns red before returning to normal when the character
Magic Items
Infernal Machine Rebuild
Charisma checks.
Any food and drink you eat spoils as you swallow it. Each time you eat or drink, you are poisoned for 1 hour.
12
You have a +1 bonus to attack rolls with weapons or spells
, you have 1 extra luck point.
Those around you perceive you as dishonest, even when you are completely truthful. You automatically fail Charisma checks.
21
If you drop to 0 hit points, a phantom
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
characters what he plans to do, and how he plans to do it. While Gar doesn’t gloat, he will speak of his intentions as though his success is inevitable. Once Gar has completely described his plans, he
.
When Gar leaves this area, the sea lions attack the characters, and the entire room is flooded with magic that acts like an entangle spell of massive proportions. Each round the characters are in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
— and that it is completely destroyed. Most of its buildings are empty shells and piles of wreckage. Looming beyond the town is a large, dark cavern. A narrow river winds down from the mountain and
appears to trigger the duergar’s sudden growth and battle prowess, but they drink only to firm up their resolve. See “Development” below.) The duergar are too inebriated to turn invisible. Because night
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the earth, and some say they drink from the Rivers That Ring the World, the waters of the Underworld. All manner of wild and magical creatures dwell in the Nessian Wood, far from the reach of human
the road from Meletis known as the Guardian Way, the ruins of a round tower lie beside a rushing stream. This marks the greatest extent of ancient Setessa’s reach. A site of rich natural beauty, with
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
in 6 rounds, and each round thereafter it will rise higher and encompass one more step. If unchecked, the flow of blood will fill the foyer to the ceiling in 20 rounds. Fire of any sort, magical or
. Polymorph changes the blood into seven wights, which attack immediately. Purify food and drink turns all the blood to poison gas. A character caught in the gas must succeed on a DC 15 Constitution saving
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of shills (commoners) in fine clothes approach the characters with guarantees that they know where to find the best deals on food, drink, rooms, potions, merchandise, magic items, or absolutely
attack, the militia retreat if any of them are killed or at the end of the second round of combat. If any militia members are killed, the characters are immediately attacked by any other militia
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
, food, drink, or sleep. Ooze Master Huge undead, lawful evil
Armor Class 9 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
1 (–5)
CON
20 (+5
weapon is destroyed. Nonmagical ammunition that hits the Ooze Master is destroyed after dealing damage.
The Ooze Master can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Instinctive
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unusual Nature. The necrichor doesn’t require air, food, drink, or sleep.
Actions
. While attached, the necrichor takes only half damage dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.
The attached necrichor
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
necrichor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unusual Nature. The necrichor doesn’t require air, food, drink, or sleep.
Actions
minute. While attached, the necrichor takes only half damage dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.
The attached
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
conquest. As each settlement falls, the death tyrant’s zombie forces build to overwhelming numbers. Undead Nature. A death tyrant doesn’t require air, food, drink, or sleep. Death Tyrant
Large undead
, provided that its body hasn’t been completely destroyed.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Eye Rays. The death tyrant shoots three of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tentacle pulls Chalkie into the drink. Belle then perishes if the characters ignore the fight completely. Shore Fight. The crew is aboard a 15-foot longboat with a sail. The fight takes place 15 feet
and dump their corpses overboard. Chaos of Battle. As soon as the characters attack, Athgar and Sister Foam order the crew to defend the ship. In the first round of combat, two sailors (N human






