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Returning 35 results for 'berries bottom diffusing condition resolve'.
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Magic Items
Dungeon Master’s Guide
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Feats
Forgotten Realms: Heroes of Faerûn
, provided its Speed isn’t 0.
Additionally, you bolster the targets’ resolve, which lasts for 1 minute or until you have the Incapacitated condition. While bolstered, a target can’t be
.
Standard Bearer. As a Bonus Action, choose up to three creatures within 60 feet of yourself that can see you. Each target can immediately take a Reaction to right itself and end the Prone condition
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
and bear fragrant white berries during temperate seasons. Between encounters, the plant buries its weapons— wide, razor-sharp outer leaves—in the loose dirt around itself to catch
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, the hydra has the prone condition, its speed is 0 and can’t increase, its heads can’t die, it has disadvantage on Dexterity saving throws, and it can’t take any other actions or
reactions.A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes, or along
Equipment
This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored in its grip
within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the paralyzed condition for 1 minute. At the end of each of the target’s turns, it can repeat the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and similar magic can end that condition. Flora and Fauna Item Cost Dancing monkey fruit 5 gp Menga leaves (1 ounce) 2 gp Ryath root 50 gp Sinda berries (10) 5 gp Wildroot 25 gp Wukka nut 1 gp Yahcha 1 gp Zabou 10 gp
Nyanzaru and other settlements for the amounts listed in the Flora and Fauna table. Some of these things inflict the poisoned condition on a creature for an hour or more. Remember that lesser restoration
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and similar magic can end that condition. Flora and Fauna Item Cost Dancing monkey fruit 5 gp Menga leaves (1 ounce) 2 gp Ryath root 50 gp Sinda berries (10) 5 gp Wildroot 25 gp Wukka nut 1 gp Yahcha 1 gp Zabou 10 gp
Nyanzaru and other settlements for the amounts listed in the Flora and Fauna table. Some of these things inflict the poisoned condition on a creature for an hour or more. Remember that lesser restoration
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and similar magic can end that condition. Flora and Fauna Item Cost Dancing monkey fruit 5 gp Menga leaves (1 ounce) 2 gp Ryath root 50 gp Sinda berries (10) 5 gp Wildroot 25 gp Wukka nut 1 gp Yahcha 1 gp Zabou 10 gp
Nyanzaru and other settlements for the amounts listed in the Flora and Fauna table. Some of these things inflict the poisoned condition on a creature for an hour or more. Remember that lesser restoration
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
your choice: Arcadian Perfection (1/Day). If the creature fails a Strength, Dexterity, or Constitution saving throw, it can choose to succeed instead.
Unshakable Resolve. An invisible, magical aura
of confidence and hope surrounds the creature. When another creature that has the frightened condition starts its turn within 5 feet of the creature, the frightened condition affecting it is suppressed for 1 minute. When this suppression ends, the condition resumes if its duration hasn’t expired.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
your choice: Arcadian Perfection (1/Day). If the creature fails a Strength, Dexterity, or Constitution saving throw, it can choose to succeed instead.
Unshakable Resolve. An invisible, magical aura
of confidence and hope surrounds the creature. When another creature that has the frightened condition starts its turn within 5 feet of the creature, the frightened condition affecting it is suppressed for 1 minute. When this suppression ends, the condition resumes if its duration hasn’t expired.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
your choice: Arcadian Perfection (1/Day). If the creature fails a Strength, Dexterity, or Constitution saving throw, it can choose to succeed instead.
Unshakable Resolve. An invisible, magical aura
of confidence and hope surrounds the creature. When another creature that has the frightened condition starts its turn within 5 feet of the creature, the frightened condition affecting it is suppressed for 1 minute. When this suppression ends, the condition resumes if its duration hasn’t expired.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (“Do you want to take the path along
the edge of the cliff or climb down the ravine to walk along the bottom?”), to make a single ability check (use the Typical DCs table in the Dungeon Master’s Guide), or to navigate their way through a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (“Do you want to take the path along
the edge of the cliff or climb down the ravine to walk along the bottom?”), to make a single ability check (use the Typical DCs table in the Dungeon Master’s Guide), or to navigate their way through a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (“Do you want to take the path along
the edge of the cliff or climb down the ravine to walk along the bottom?”), to make a single ability check (use the Typical DCs table in the Dungeon Master’s Guide), or to navigate their way through a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1. Landing A half-dozen dugout canoes are pulled up onto land here. Three to five paddles lie in the bottom of each. Five of them are in good condition; the sixth has a rotten bottom, and the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Landing A half-dozen dugout canoes are pulled up onto land here. Three to five paddles lie in the bottom of each. Five of them are in good condition; the sixth has a rotten bottom, and the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Landing A half-dozen dugout canoes are pulled up onto land here. Three to five paddles lie in the bottom of each. Five of them are in good condition; the sixth has a rotten bottom, and the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1. Landing A half-dozen dugout canoes are pulled up onto land here. Three to five paddles lie in the bottom of each. Five of them are in good condition; the sixth has a rotten bottom, and the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1. Landing A half-dozen dugout canoes are pulled up onto land here. Three to five paddles lie in the bottom of each. Five of them are in good condition; the sixth has a rotten bottom, and the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Landing A half-dozen dugout canoes are pulled up onto land here. Three to five paddles lie in the bottom of each. Five of them are in good condition; the sixth has a rotten bottom, and the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. In addition, shelves and cupboards throughout the room hold dried fish, dried berries, and grubs as food for the bears, along with tools and supplies. Any character who feeds the bears or succeeds
. It has vulnerability to bludgeoning damage. It is immune to poison damage and the poisoned condition, and is immune to exhaustion.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. In addition, shelves and cupboards throughout the room hold dried fish, dried berries, and grubs as food for the bears, along with tools and supplies. Any character who feeds the bears or succeeds
. It has vulnerability to bludgeoning damage. It is immune to poison damage and the poisoned condition, and is immune to exhaustion.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. In addition, shelves and cupboards throughout the room hold dried fish, dried berries, and grubs as food for the bears, along with tools and supplies. Any character who feeds the bears or succeeds
. It has vulnerability to bludgeoning damage. It is immune to poison damage and the poisoned condition, and is immune to exhaustion.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Ancient Stair The Temple of Black Earth lies at the bottom of the Ancient Stair, a series of descending passageways beneath the Sacred Stone Monastery. The stair ends at the passageway to the
dwarven construction, the structure has stood the test of time. Other than a noticeably smooth, worn patch in the middle of each step, the Ancient Stair remains in good condition.
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
delicacies.
Guest Suite. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map, forms a suite used as guest lodgings for visiting dragons. Though any
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Ancient Stair The Temple of Black Earth lies at the bottom of the Ancient Stair, a series of descending passageways beneath the Sacred Stone Monastery. The stair ends at the passageway to the
dwarven construction, the structure has stood the test of time. Other than a noticeably smooth, worn patch in the middle of each step, the Ancient Stair remains in good condition.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Ancient Stair The Temple of Black Earth lies at the bottom of the Ancient Stair, a series of descending passageways beneath the Sacred Stone Monastery. The stair ends at the passageway to the
dwarven construction, the structure has stood the test of time. Other than a noticeably smooth, worn patch in the middle of each step, the Ancient Stair remains in good condition.
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map, forms a suite used as guest lodgings for visiting dragons. Though any treasures with significant
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
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
3 (−4)
WIS
9 (−1)
CHA
5 (−3)
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it
knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
3 (−4)
WIS
9 (−1)
CHA
5 (−3)
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it
knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
3 (−4)
WIS
9 (−1)
CHA
5 (−3)
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it
knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks
compendium
- Sources->Dungeons & Dragons->The Pugilist Class
Pugilists were tested and came out the other side with their righteous resolve to live in service to the gods strengthened. A resolve their gods have taken note of. Level 3: Channel Divinity You can
to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Snapper Saw Snapper saws resemble ordinary bushes and bear fragrant white berries during temperate seasons. Between encounters, the plant buries its weapons—wide, razor-sharp outer leaves—in the
)
INT
1 (−5)
WIS
10 (+0)
CHA
1 (–5)
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (can’t see beyond this radius), passive Perception 10
Languages —
Challenge 4
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Snapper Saw Snapper saws resemble ordinary bushes and bear fragrant white berries during temperate seasons. Between encounters, the plant buries its weapons—wide, razor-sharp outer leaves—in the
)
INT
1 (−5)
WIS
10 (+0)
CHA
1 (–5)
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (can’t see beyond this radius), passive Perception 10
Languages —
Challenge 4
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
)
INT
3 (-4)
WIS
9 (-1)
CHA
5 (-3)
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the
languages it knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement






