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Returning 35 results for 'blinded both diffusing chest raising'.
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Monsters
Bigby Presents: Glory of the Giants
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Wave of Cinders"}. The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make
blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.Cinder hulks are distant descendants of fire giants who isolated themselves from the
Monsters
Mythic Odysseys of Theros
fall unconscious. Instead, the damage creates cracks in its carapace, revealing its hearts. Tromokratis has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an
":"piercing"} piercing damage. If the target is a Large or smaller creature grappled by Tromokratis, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Customizing the Puzzle The focal parts of this puzzle are the locks and keys, not the chest. You could easily convert this puzzle to feature any types of locks, be they on doors, cells, books, or
teeth on each key must match the number of letters in your substitutions, and those substitutions should be things the characters can identify. Raising the Difficulty Rather than associating each lock
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Customizing the Puzzle The focal parts of this puzzle are the locks and keys, not the chest. You could easily convert this puzzle to feature any types of locks, be they on doors, cells, books, or
teeth on each key must match the number of letters in your substitutions, and those substitutions should be things the characters can identify. Raising the Difficulty Rather than associating each lock
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Customizing the Puzzle The focal parts of this puzzle are the locks and keys, not the chest. You could easily convert this puzzle to feature any types of locks, be they on doors, cells, books, or
teeth on each key must match the number of letters in your substitutions, and those substitutions should be things the characters can identify. Raising the Difficulty Rather than associating each lock
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with the Eyecatcher, Zelifarn would like them to find out all they can about the underwater vessel without raising suspicion. The dragon promises to meet them again after they have completed their
mission. In exchange for information, he offers to give the party a barnacle-covered chest that he found recently. He hasn’t opened it yet, so its contents are unknown to him, but he can smell gold inside
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with the Eyecatcher, Zelifarn would like them to find out all they can about the underwater vessel without raising suspicion. The dragon promises to meet them again after they have completed their
mission. In exchange for information, he offers to give the party a barnacle-covered chest that he found recently. He hasn’t opened it yet, so its contents are unknown to him, but he can smell gold inside
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with the Eyecatcher, Zelifarn would like them to find out all they can about the underwater vessel without raising suspicion. The dragon promises to meet them again after they have completed their
mission. In exchange for information, he offers to give the party a barnacle-covered chest that he found recently. He hasn’t opened it yet, so its contents are unknown to him, but he can smell gold inside
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
fearsome aspect. In all three of his forms, Mobar’s left eye is blinded by a cataract, and he has a shock of white hair. Mobar has the statistics of a werebat (see appendix A), with these changes: Mobar
on this location. Treasure Mobar’s cave is unfurnished except for a moldy old wooden chest sitting on a natural shelf 10 feet off the floor in the room’s southwest corner. The chest is unlocked and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
fearsome aspect. In all three of his forms, Mobar’s left eye is blinded by a cataract, and he has a shock of white hair. Mobar has the statistics of a werebat (see appendix A), with these changes: Mobar
on this location. Treasure Mobar’s cave is unfurnished except for a moldy old wooden chest sitting on a natural shelf 10 feet off the floor in the room’s southwest corner. The chest is unlocked and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
fearsome aspect. In all three of his forms, Mobar’s left eye is blinded by a cataract, and he has a shock of white hair. Mobar has the statistics of a werebat (see appendix A), with these changes: Mobar
on this location. Treasure Mobar’s cave is unfurnished except for a moldy old wooden chest sitting on a natural shelf 10 feet off the floor in the room’s southwest corner. The chest is unlocked and
Compendium
- Sources->Dungeons & Dragons->Divine Contention
capstan’s spokes has a hidden button. Pressing the button unlocks and locks the capstan. While unlocked, a creature can use their action to turn the capstan clockwise, raising the six ballistae and the
boxed text aloud: Silk pillows and discarded robes surround a central two-foot-high table attached to the floor. At the back of the room, a small wooden chest is built into the wall.
The inside lid of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
capstan’s spokes has a hidden button. Pressing the button unlocks and locks the capstan. While unlocked, a creature can use their action to turn the capstan clockwise, raising the six ballistae and the
boxed text aloud: Silk pillows and discarded robes surround a central two-foot-high table attached to the floor. At the back of the room, a small wooden chest is built into the wall.
The inside lid of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
capstan’s spokes has a hidden button. Pressing the button unlocks and locks the capstan. While unlocked, a creature can use their action to turn the capstan clockwise, raising the six ballistae and the
boxed text aloud: Silk pillows and discarded robes surround a central two-foot-high table attached to the floor. At the back of the room, a small wooden chest is built into the wall.
The inside lid of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself. Barding. Barding is armor designed to protect an
animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself. Barding. Barding is armor designed to protect an
animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself. Barding. Barding is armor designed to protect an
animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
5–6). The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature
takes 31 (7d8) fire damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
Riccardo Moscatello
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
5–6). The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature
takes 31 (7d8) fire damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
Riccardo Moscatello
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
5–6). The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature
takes 31 (7d8) fire damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
Riccardo Moscatello
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
5–6). The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature
takes 31 (7d8) fire damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
Riccardo Moscatello
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
5–6). The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature
takes 31 (7d8) fire damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
Riccardo Moscatello
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
5–6). The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature
takes 31 (7d8) fire damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
Riccardo Moscatello
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself. Barding. Barding is armor designed to protect an animal’s
head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself. Barding. Barding is armor designed to protect an animal’s
head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of five bearded devils in the process of raising a pyre around a tree to incinerate it. Four of the devils tease the fifth, whose name is Krikendolt. A vrock savaged Krikendolt’s skull during one of
Immunities blinded, poisoned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9
Languages understands Abyssal but can’t speak
Challenge 1/4 (50 XP)
Bad Flier. The abyssal chicken
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of five bearded devils in the process of raising a pyre around a tree to incinerate it. Four of the devils tease the fifth, whose name is Krikendolt. A vrock savaged Krikendolt’s skull during one of
Immunities blinded, poisoned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9
Languages understands Abyssal but can’t speak
Challenge 1/4 (50 XP)
Bad Flier. The abyssal chicken
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself. Barding. Barding is armor designed to protect an animal’s
head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of five bearded devils in the process of raising a pyre around a tree to incinerate it. Four of the devils tease the fifth, whose name is Krikendolt. A vrock savaged Krikendolt’s skull during one of
Immunities blinded, poisoned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9
Languages understands Abyssal but can’t speak
Challenge 1/4 (50 XP)
Bad Flier. The abyssal chicken
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to enter a portal. If the characters infiltrated the ship without raising the alarm, they have five minutes before they hear a guard patrol approaching. If they leave this area to go back onto the
deck of Dangerous Business for any reason, they immediately attract the attention of nearby guards. Dead Guard The dead guard is a male half-orc. Lying on his chest is a black business card bearing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to enter a portal. If the characters infiltrated the ship without raising the alarm, they have five minutes before they hear a guard patrol approaching. If they leave this area to go back onto the
deck of Dangerous Business for any reason, they immediately attract the attention of nearby guards. Dead Guard The dead guard is a male half-orc. Lying on his chest is a black business card bearing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to enter a portal. If the characters infiltrated the ship without raising the alarm, they have five minutes before they hear a guard patrol approaching. If they leave this area to go back onto the
deck of Dangerous Business for any reason, they immediately attract the attention of nearby guards. Dead Guard The dead guard is a male half-orc. Lying on his chest is a black business card bearing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
her chest. The caryatids face inward.
Modron. Circling the caryatids counterclockwise is a quadrone with its bow at the ready. It makes clicking and clacking noises as it walks.
Bas-Reliefs. The
phrase (“Elf magic!”) causes a pale light to fill the area between the four pillars, ending the following conditions on a creature in that area: blinded, deafened, petrified, poisoned, and stunned
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cube Debris 1d6 Floating in the Gelatinous Cube Is A... 1 Chest or recently trapped mimic. 2 Collection of bubbles or rocks resembling eyes. 3 Key to a nearby door or coffer. 4 Remarkable weapon in
.
Ability Score Mod Save Str 14 +2 +2 Dex 3 −4 −4 Con 20 +5 +5 Ability Score Mod Save Int 1 −5 −5 Wis 6 −2 −2 Cha 1 −5 −5
Immunities Acid; Blinded, Charmed, Deafened, Exhaustion
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
her chest. The caryatids face inward.
Modron. Circling the caryatids counterclockwise is a quadrone with its bow at the ready. It makes clicking and clacking noises as it walks.
Bas-Reliefs. The
phrase (“Elf magic!”) causes a pale light to fill the area between the four pillars, ending the following conditions on a creature in that area: blinded, deafened, petrified, poisoned, and stunned






