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Returning 35 results for 'blocking being diffusing condition receives'.
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Magic Items
Dungeon Master’s Guide
of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains 2d8 + 2 Hit Points and ceases to have the Poisoned condition.
Monsters
Monster Manual
Advanced Telepathy. The flumph perceives the content of any telepathic communication within 60 feet of it.
Prone Deficiency. If the flumph receives the Prone condition, roll a die. On an odd number
, it has the Incapacitated condition. At the end of each of its turns, the flumph makes a DC 10 Dexterity saving throw, ending the Incapacitated condition on a success.
Telepathic Shroud. The flumph
Monsters
Monster Manual
":"Piercing"} Piercing damage, and the target has the Poisoned condition until the start of the devil’s next turn. Until this poison ends, the target can’t regain Hit Points.
Infernal Glaive
: DC 12. Failure: The target receives an infernal wound. While wounded, the target loses 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Infernal Glaive"} Hit Points at the start of
Spells
Player’s Handbook
receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.
Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast
Monsters
Stranger Things: Welcome to the Hellfire Club
", "rollDamageType":"Piercing"} Piercing damage, and the target has the Poisoned condition until the start of the devil’s next turn. Until this poison ends, the target can’t regain Hit Points.
Infernal
Saving Throw: DC 12. Failure: The target receives an infernal wound. While wounded, the target loses 5 (1d10) Hit Points at the start of each of its turns. The wound closes after 1 minute, after a
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Rock", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or have the prone condition.
Petrifying Touch (Recharge 5–6
saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Petrifying Touch", "rollDamageType":"force"} force damage and have the restrained condition as it begins to turn to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Utilize action, you can swallow one dose of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains 2d8 + 2 Hit Points and ceases to have the Poisoned condition.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.
Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Utilize action, you can swallow one dose of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains 2d8 + 2 Hit Points and ceases to have the Poisoned condition.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.
Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.
Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Utilize action, you can swallow one dose of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains 2d8 + 2 Hit Points and ceases to have the Poisoned condition.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.
Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.
Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.
Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tasks, retreating into a spacious cavern and blocking out all distractions. Creating a masterwork can become such a driving obsession that death can’t stop it: a giant who dies while creating art might
, Perception +5, Stealth +8
Condition Immunities charmed, exhaustion, frightened, petrified
Senses darkvision 60 ft., passive Perception 15
Languages Giant
Challenge 9 (5,000 XP) Proficiency Bonus +4
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tasks, retreating into a spacious cavern and blocking out all distractions. Creating a masterwork can become such a driving obsession that death can’t stop it: a giant who dies while creating art might
, Perception +5, Stealth +8
Condition Immunities charmed, exhaustion, frightened, petrified
Senses darkvision 60 ft., passive Perception 15
Languages Giant
Challenge 9 (5,000 XP) Proficiency Bonus +4
Compendium
- Sources->Dungeons & Dragons->Monster Manual
telepathic communication within 60 feet of it.
Prone Deficiency. If the flumph receives the Prone condition, roll a die. On an odd number, it has the Incapacitated condition. At the end of each of its
turns, the flumph makes a DC 10 Dexterity saving throw, ending the Incapacitated condition on a success.
Telepathic Shroud. The flumph’s thoughts can’t be read by any means, and magic can’t detect its
Compendium
- Sources->Dungeons & Dragons->Monster Manual
telepathic communication within 60 feet of it.
Prone Deficiency. If the flumph receives the Prone condition, roll a die. On an odd number, it has the Incapacitated condition. At the end of each of its
turns, the flumph makes a DC 10 Dexterity saving throw, ending the Incapacitated condition on a success.
Telepathic Shroud. The flumph’s thoughts can’t be read by any means, and magic can’t detect its
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tasks, retreating into a spacious cavern and blocking out all distractions. Creating a masterwork can become such a driving obsession that death can’t stop it: a giant who dies while creating art might
, Perception +5, Stealth +8
Condition Immunities charmed, exhaustion, frightened, petrified
Senses darkvision 60 ft., passive Perception 15
Languages Giant
Challenge 9 (5,000 XP) Proficiency Bonus +4
Compendium
- Sources->Dungeons & Dragons->Monster Manual
telepathic communication within 60 feet of it.
Prone Deficiency. If the flumph receives the Prone condition, roll a die. On an odd number, it has the Incapacitated condition. At the end of each of its
turns, the flumph makes a DC 10 Dexterity saving throw, ending the Incapacitated condition on a success.
Telepathic Shroud. The flumph’s thoughts can’t be read by any means, and magic can’t detect its
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
frightened condition until the start of the creature’s next turn. 2 Ectoplasmic. Otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its
(+3)
INT
18 (+4)
WIS
17 (+3)
CHA
11 (+0)
Saving Throws Int +7, Wis +6, Cha +3
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 13
Languages any
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
frightened condition until the start of the creature’s next turn. 2 Ectoplasmic. Otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its
(+3)
INT
18 (+4)
WIS
17 (+3)
CHA
11 (+0)
Saving Throws Int +7, Wis +6, Cha +3
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 13
Languages any
Kobold
Legacy
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Species
Volo's Guide to Monsters
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
responsible for blocking tunnels to deter pursuit.
Kobolds feel a cool affinity or something like kinship for other members of their tribe, but they are rarely affectionate with each other. Two kobolds
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
frightened condition until the start of the creature’s next turn. 2 Ectoplasmic. Otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its
(+3)
INT
18 (+4)
WIS
17 (+3)
CHA
11 (+0)
Saving Throws Int +7, Wis +6, Cha +3
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 13
Languages any
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
condition until the start of its next turn. While Teremini concentrates on her ritual, spherical barriers of solid moonlight also surround each lunar crystal dais. Nothing can physically pass through
minutes. Solid moonlight also extends into the Ethereal Plane, blocking ethereal travel through it. The ritual is powered by the rod piece and is therefore unaffected by the Antimagic Field spell.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
condition until the start of its next turn. While Teremini concentrates on her ritual, spherical barriers of solid moonlight also surround each lunar crystal dais. Nothing can physically pass through
minutes. Solid moonlight also extends into the Ethereal Plane, blocking ethereal travel through it. The ritual is powered by the rod piece and is therefore unaffected by the Antimagic Field spell.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
condition until the start of its next turn. While Teremini concentrates on her ritual, spherical barriers of solid moonlight also surround each lunar crystal dais. Nothing can physically pass through
minutes. Solid moonlight also extends into the Ethereal Plane, blocking ethereal travel through it. The ritual is powered by the rod piece and is therefore unaffected by the Antimagic Field spell.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Infernal, telepathy 120 ft.
Challenge 3 (700 XP)
Devil’s Sight. Magical
with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
Languages
). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Greataxe. Melee Weapon Attack: +9
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Infernal, telepathy 120 ft.
Challenge 11 (7,200
receives magical healing.
Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
receives telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing to elevate its general’s
, poison
Condition Immunities blinded, charmed, frightened, poisoned
Senses blindsight 10 ft. (blind beyond this radius),
passive Perception 11
Languages understands Infernal but can’t speak
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
)
WIS
10 (+0)
CHA
1 (-5)
Damage Immunities lightning, poison
Condition Immunities blinded, deafened, exhaustion, paralyzed, petrified, poisoned
Senses darkvision 60 ft
cuter than their parents. A skitterwidget strives to protect nearby kiddywidgets, whether it gave birth to them or not. If it receives a command from its master that would endanger the life of one or
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
receives telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing to elevate its general’s
, poison
Condition Immunities blinded, charmed, frightened, poisoned
Senses blindsight 10 ft. (blind beyond this radius),
passive Perception 11
Languages understands Infernal but can’t speak
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Infernal, telepathy 120 ft.
Challenge 3 (700 XP)
Devil’s Sight. Magical
with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.






