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Returning 35 results for 'blending bitter diffusing closed reduced'.
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Chain Devil
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the
devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be
Monsters
Bigby Presents: Glory of the Giants
speed is reduced by 10 feet until the end of its next turn.Blizzard Escape. Immediately after a creature the frostmourn can see hits it with an attack roll, the frostmourn momentarily dissolves into a
keep them roaming the wilds for years after their murderers are slain.
A frostmourn looks like a desiccated corpse mummified by exposure to bitter cold. It carries the marks of its death on its body: a
Monsters
Mythic Odysseys of Theros
and its mount have advantage on Dexterity saving throws. If the ashen rider is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.Multiattack. The ashen
","rollAction":"Reduce to Ash","rollDamageType":"necrotic"} necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Actions). Each creature within 30 feet of the demilich must make a DC 16 Constitution saving throw. On a failed save, the creature’s hit point maximum is magically reduced by 10 (3d6);{"diceNotation
":"3d6","rollType":"roll","rollAction":"Energy Drain"}. If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A creature’s hit point maximum can be restored
Monsters
The Wild Beyond the Witchlight
Boon of Immortality. Endelyn is immune to any effect that would age her, and she can’t die from old age.
Eclipsed Doom. Endelyn can be killed only if she is reduced to 0 hit points during a
):
At will: detect magic, mage hand
2/day each: augury, polymorph
1/day: plane shift (self only)Endelyn, also known by the names Creeping Lyn and Bitter End, is the youngest member of the Hourglass
Monsters
Curse of Strahd
","rollDamageType":"necrotic"} necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. The
reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the earth. Stone giants have rugged features and skin with patterns and hues similar to the rock common near their homes. This makes them adept at blending in with their stony surroundings despite
(1d10 + 6), and if that damage is reduced to 0, the giant can redirect some of the attack’s force. Dexterity Saving Throw: DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Force damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the earth. Stone giants have rugged features and skin with patterns and hues similar to the rock common near their homes. This makes them adept at blending in with their stony surroundings despite
(1d10 + 6), and if that damage is reduced to 0, the giant can redirect some of the attack’s force. Dexterity Saving Throw: DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Force damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the earth. Stone giants have rugged features and skin with patterns and hues similar to the rock common near their homes. This makes them adept at blending in with their stony surroundings despite
(1d10 + 6), and if that damage is reduced to 0, the giant can redirect some of the attack’s force. Dexterity Saving Throw: DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Force damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, it flees to the uppermost level of the turret when reduced to half its hit points. From there it fights to the bitter end.
running, Lif can also perform other helpful functions, such as locking doors, sweeping floors, and so forth. Destroying Lif. Lif’s poltergeist is destroyed if its hit points are reduced to 0. If attacked
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, it flees to the uppermost level of the turret when reduced to half its hit points. From there it fights to the bitter end.
running, Lif can also perform other helpful functions, such as locking doors, sweeping floors, and so forth. Destroying Lif. Lif’s poltergeist is destroyed if its hit points are reduced to 0. If attacked
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, it flees to the uppermost level of the turret when reduced to half its hit points. From there it fights to the bitter end.
running, Lif can also perform other helpful functions, such as locking doors, sweeping floors, and so forth. Destroying Lif. Lif’s poltergeist is destroyed if its hit points are reduced to 0. If attacked
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
decide whether to be outside the Nematode or inside its closed mouth. There is no light in the cave once it shuts unless the characters have light sources with them. When the mouth closes, two intellect
infected eardrum, making the membrane thicker in some places and thinner in others.
The Nematode’s mouth remains closed until the pressure of it brain fluid is released. Once the fluid is released
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
decide whether to be outside the Nematode or inside its closed mouth. There is no light in the cave once it shuts unless the characters have light sources with them. When the mouth closes, two intellect
infected eardrum, making the membrane thicker in some places and thinner in others.
The Nematode’s mouth remains closed until the pressure of it brain fluid is released. Once the fluid is released
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
decide whether to be outside the Nematode or inside its closed mouth. There is no light in the cave once it shuts unless the characters have light sources with them. When the mouth closes, two intellect
infected eardrum, making the membrane thicker in some places and thinner in others.
The Nematode’s mouth remains closed until the pressure of it brain fluid is released. Once the fluid is released
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wind and add flecks of color to the town’s otherwise drab surroundings. The friendliness in this settlement has dwindled of late. Auril’s unyielding winter has greatly reduced the number of visitors
the wall, providing a rampart for defenders stationed on the wood-planked walkway. The wall’s hinged gates are 15 feet tall and can be barred from the inside with iron-banded wood beams. These gates are closed when it’s dark outside—which is to say more often than not.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wind and add flecks of color to the town’s otherwise drab surroundings. The friendliness in this settlement has dwindled of late. Auril’s unyielding winter has greatly reduced the number of visitors
the wall, providing a rampart for defenders stationed on the wood-planked walkway. The wall’s hinged gates are 15 feet tall and can be barred from the inside with iron-banded wood beams. These gates are closed when it’s dark outside—which is to say more often than not.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the dire wolf sleeps in the middle of the room. The gladiator and the berserkers fight to the death. The dire wolf flees the temple (heading east, through areas X4 and X2) if reduced to fewer than
berserkers’ armor and weapons, there is nothing of value here. The berserkers are aware of the flameskulls (“fiery spirits”) to the north and keep the doors to area X17 closed. A fissure has formed in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the dire wolf sleeps in the middle of the room. The gladiator and the berserkers fight to the death. The dire wolf flees the temple (heading east, through areas X4 and X2) if reduced to fewer than
berserkers’ armor and weapons, there is nothing of value here. The berserkers are aware of the flameskulls (“fiery spirits”) to the north and keep the doors to area X17 closed. A fissure has formed in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the dire wolf sleeps in the middle of the room. The gladiator and the berserkers fight to the death. The dire wolf flees the temple (heading east, through areas X4 and X2) if reduced to fewer than
berserkers’ armor and weapons, there is nothing of value here. The berserkers are aware of the flameskulls (“fiery spirits”) to the north and keep the doors to area X17 closed. A fissure has formed in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wind and add flecks of color to the town’s otherwise drab surroundings. The friendliness in this settlement has dwindled of late. Auril’s unyielding winter has greatly reduced the number of visitors
the wall, providing a rampart for defenders stationed on the wood-planked walkway. The wall’s hinged gates are 15 feet tall and can be barred from the inside with iron-banded wood beams. These gates are closed when it’s dark outside—which is to say more often than not.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
eye and ten small peripheral eyes. (Hidden behind the tapestry is a secret door.)
Crystal Door. A crystal door in one corner of the room stands closed. Beyond the door is a small, magically lit
it once was. The tapestry has AC 5, 33 hit points, immunity to poison damage, and vulnerability to fire damage. If it is reduced to 0 hit points, the tapestry is destroyed. The characters gain no XP
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
eye and ten small peripheral eyes. (Hidden behind the tapestry is a secret door.)
Crystal Door. A crystal door in one corner of the room stands closed. Beyond the door is a small, magically lit
it once was. The tapestry has AC 5, 33 hit points, immunity to poison damage, and vulnerability to fire damage. If it is reduced to 0 hit points, the tapestry is destroyed. The characters gain no XP
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
eye and ten small peripheral eyes. (Hidden behind the tapestry is a secret door.)
Crystal Door. A crystal door in one corner of the room stands closed. Beyond the door is a small, magically lit
it once was. The tapestry has AC 5, 33 hit points, immunity to poison damage, and vulnerability to fire damage. If it is reduced to 0 hit points, the tapestry is destroyed. The characters gain no XP
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
chain can grapple one creature of its own but can’t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies
or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
chain can grapple one creature of its own but can’t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies
or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
hatred and loathing of the living is sufficient to keep them roaming the wilds for years after their murderers are slain. A frostmourn looks like a desiccated corpse mummified by exposure to bitter cold
.
Polar Ray. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 31 (5d10 + 4) cold damage, and the target’s speed is reduced by 10 feet until the end of its next turn.
Reactions
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
hatred and loathing of the living is sufficient to keep them roaming the wilds for years after their murderers are slain. A frostmourn looks like a desiccated corpse mummified by exposure to bitter cold
.
Polar Ray. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 31 (5d10 + 4) cold damage, and the target’s speed is reduced by 10 feet until the end of its next turn.
Reactions
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
hatred and loathing of the living is sufficient to keep them roaming the wilds for years after their murderers are slain. A frostmourn looks like a desiccated corpse mummified by exposure to bitter cold
.
Polar Ray. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 31 (5d10 + 4) cold damage, and the target’s speed is reduced by 10 feet until the end of its next turn.
Reactions
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
chain can grapple one creature of its own but can’t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies
or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L3. Parlor The door to area L4 is closed but not locked. This chamber is nestled between walls of twisted roots, through gaps in which you can see the eerily beautiful woodland surrounding you. A
closed wooden door stands opposite the root bridge that leads into this room, in the center of which are four armchairs encircling a small table laid out for a tea service. A painted wooden box three
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L3. Parlor The door to area L4 is closed but not locked. This chamber is nestled between walls of twisted roots, through gaps in which you can see the eerily beautiful woodland surrounding you. A
closed wooden door stands opposite the root bridge that leads into this room, in the center of which are four armchairs encircling a small table laid out for a tea service. A painted wooden box three
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L3. Parlor The door to area L4 is closed but not locked. This chamber is nestled between walls of twisted roots, through gaps in which you can see the eerily beautiful woodland surrounding you. A
closed wooden door stands opposite the root bridge that leads into this room, in the center of which are four armchairs encircling a small table laid out for a tea service. A painted wooden box three
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
M16. Darkling Balloon Dock The door to area M14 is closed but not locked. This tower contains a sparsely furnished guest room attached to a stone balcony. The door connecting them swings back and
detached shadows found in Motherhorn, Charm’s shadow is a Fey, not an Undead. A creature whose Strength is reduced to 0 by the shadow’s Strength Drain attack does not die but falls unconscious instead
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
throw or take 1d4 Slashing damage. A character reduced to 0 Hit Points by a scroll has the Unconscious condition but is Stable. There are two scrolls for every player character in the party. As an
character bullies a scroll, causing it to flee into a case. Case Closed If the characters encase all the scrolls, Toryn pays them 20 GP as promised. If the scrolls knock out all the characters, Toryn






