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Returning 35 results for 'burns before diffusing contingency radiant'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of its next turn. Juiblex dies only if it
the first time on a turn or ends its turn there, that creature must make the same save.
The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away
Juiblex
Legacy
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Monsters
Out of the Abyss
. Juiblex’s weapon attacks are magical.
Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of
. 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
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
deflects all attacks. Nothing can pass or teleport through it. If the diamond sphere cannot be erected for any reason, the Radiant Citadel is not helpless. Due to its many mysteries and its magical
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
deflects all attacks. Nothing can pass or teleport through it. If the diamond sphere cannot be erected for any reason, the Radiant Citadel is not helpless. Due to its many mysteries and its magical
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
deflects all attacks. Nothing can pass or teleport through it. If the diamond sphere cannot be erected for any reason, the Radiant Citadel is not helpless. Due to its many mysteries and its magical
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
deflects all attacks. Nothing can pass or teleport through it. If the diamond sphere cannot be erected for any reason, the Radiant Citadel is not helpless. Due to its many mysteries and its magical
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
deflects all attacks. Nothing can pass or teleport through it. If the diamond sphere cannot be erected for any reason, the Radiant Citadel is not helpless. Due to its many mysteries and its magical
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
deflects all attacks. Nothing can pass or teleport through it. If the diamond sphere cannot be erected for any reason, the Radiant Citadel is not helpless. Due to its many mysteries and its magical
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
Clue 3: Radiant Deliverance Jesse Jackdaw Burns Handout 3: It Burnses Us! The handler has a trait (Fiendish Vigour, see Appendix C) that grants him temporary hit points at the start of each of his
turns. When he takes radiant damage, this trait doesn’t function and he doesn’t gain any temporary hit points. Exploration The party encounters an extremely wounded Rifika, suffering many small claw
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
Cacophonics Cacophonics, the Loot Tavern’s resident bard, pesters the party for details upon their heroic return. He later plays the following song (heliana.lt/Rakshasa):
Jesse Jackdaw Burns
have found their way through the dunes and now,
The handler waits to meet his fate only they know how.
Radiant deliverance his fiendish vigour confounds,
And as Tony falls his collar may be swept from the ground.
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
Clue 3: Subterranean The hyphan colony’s adaptation to the dark insulation of The Low grants it immunity to necrotic damage. However, it is sickened by radiant damage and sunlight. Jesse Jackdaw
Burns Handout 3: Searing Light Mulch Mulch imparts the following information: He thinks the rot is caused by some sort of fungus. Decaying energy seems ineffective, while radiation appears to damage it
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
Clue 2: Detritivore Jesse Jackdaw Burns The Veiled Lady (and its fungal tendrils) can consume dead (and dying) organisms to heal itself. However, burning corpses with fire or radiant damage, or
. I reckon they’re onto something.”
Jesse Jackdaw Burns Handout 2: Rapid Decomposition Exploration Corpses. The corpses of livestock and piles of rotted crops are covered in mats of thin grey-white
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
The Shining Shrine Jesse Jackdaw Burns This hunt, The Shining Shrine, is intended for 3 to 7 characters and is optimised for a party of 4 with an average party level (APL) of 2, 7, or 12. Characters
holy hot spring of a territorial and radiant fey owlbear. After gathering information about this creature, the hunt culminates in a three-wave boss battle against a variety of fey. This battle is
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
. The owlbear is immune to radiant damage and resistant to fire damage. In bright, direct sunlight, the owlbear can heal itself. Jesse Jackdaw Burns Handout 1: Unburnt Feather Threeflower Threeflower
Clue 1: Sunlight Metabolism This clue can be imparted by Threeflower directly, or gathered by the party examining Pyrax the fire druid. The key info is: The owlbear deals radiant damage and can blind
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
Sunsprites Jesse Jackdaw Burns Sunsprite Tumbling and frolicking in one of the innumerable sunbeams of the Plane of Fey’s unending sunset, sunsprites are playful, inquisitive, and capricious
Acrobatics +7, Perception +3
Damage Immunities radiant
Condition Immunities blinded, charmed
Senses darkvision 60 ft., passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 1/8 (25 XP
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
The Veiled Lady Jesse Jackdaw Burns This hunt, The Veiled Lady, is intended for 3 to 7 characters and is optimised for a party of 4 with an average party level (APL) of 4, 10, or 15. Characters who
XP budget. Equipment for an extended fight, spells and effects that deal radiant damage, and proficiency in the Nature skill will aid the party in this endeavour.
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
Background Jesse Jackdaw Burns The barrier between the Plane of Fey and the Material Plane has always been loose around Springarden, a bountiful, blossom-filled estate in the heart of the Springwood
the annual Feyfest, a fey-themed festival. Drawn by the radiant energy that seeped through the weakened barrier between planes is the target of this monster hunt: the suneater owlbear. Coming from the
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
)
CON
12 (+1)
INT
7 (-2)
WIS
11 (+0)
CHA
14 (+2)
Skills Intimidation +4
Damage Resistances radiant
Senses darkvision 120 ft., passive Perception 10
Languages —
Challenge 1/8
minute, moving with it. The orb sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Jesse Jackdaw Burns
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
Faerie-o’-Fires Jesse Jackdaw Burns Faerie-o’-fires When a will-o’-wisp basks in the eternal sunset of the Plane of Fey, a change overcomes the malevolent spirit that lies at its heart. In place of
, piercing, and slashing from nonmagical attacks
Damage Immunities radiant, poison
Condition Immunities blinded, charmed, exhaustion, grappled, paralysed, petrified, poisoned, prone, restrained
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
A Tale of Two Tails Jesse Jackdaw Burns This hunt, A Tale of Two Tails, is intended for 3 to 7 characters and is optimised for a party of 4 with an average party level (APL) of 6, 13, or 18
-subverting traits and horde of bestial swarms, devils, and undead. Offensive spellcasters will be at a disadvantage in the final fight; a means of dealing radiant damage, abilities that target fiends and
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
VDC, and both its attacks and Death Burst deal Vdam radiant damage, instead of their normal statistics. [Tooltip Not Found] Medium fey, unaligned
Armour Class 13 (natural armour)
Hit Points 52
Immunities radiant
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 13
Languages –
Challenge 3 (700 XP) Proficiency Bonus +2
Observer Mimic. If the owlbear is in dim light
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
speak through a bodak to address his enemies and followers directly. Even nature despises bodaks. The sun burns away a bodak’s tainted flesh. The creature’s gaze lays waste to the living. Anyone a bodak
Hypersensitivity. The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
Fist. Melee Weapon Attack: +5 to hit
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
speak through a bodak to address his enemies and followers directly. Even nature despises bodaks. The sun burns away a bodak’s tainted flesh. The creature’s gaze lays waste to the living. Anyone a bodak
Hypersensitivity. The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
Fist. Melee Weapon Attack: +5 to hit
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
your hands slips through your fingers. 6 Moonlight burns your flesh. You take 1d10 radiant damage when you start your turn in moonlight. 7 You are magically transformed into an animated wooden doll that
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
speak through a bodak to address his enemies and followers directly. Even nature despises bodaks. The sun burns away a bodak’s tainted flesh. The creature’s gaze lays waste to the living. Anyone a bodak
Hypersensitivity. The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
Fist. Melee Weapon Attack: +5 to hit
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
your hands slips through your fingers. 6 Moonlight burns your flesh. You take 1d10 radiant damage when you start your turn in moonlight. 7 You are magically transformed into an animated wooden doll that
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
your hands slips through your fingers. 6 Moonlight burns your flesh. You take 1d10 radiant damage when you start your turn in moonlight. 7 You are magically transformed into an animated wooden doll that
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
Hyphan Duskcap
Jesse Jackdaw Burns Hyphan Duskcap
Lithe, graceful, or otherwise agile creatures can expect to become duskcaps if they should find themselves overcome by a hyphan colony’s
the duskcap that isn’t incapacitated and the duskcap doesn’t have disadvantage on the attack roll.
Sun Sickness. While in sunlight, or if it takes 5 or more radiant damage in a single turn, the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of
. Lamp. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Bullseye. A bullseye lantern casts bright
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of
. Lamp. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Bullseye. A bullseye lantern casts bright
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
takes fire or radiant damage, this trait doesn’t function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Spider Climb. Juiblex can
on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Sticky Slime. Juiblex slimes a square area of ground it can see within the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
takes fire or radiant damage, this trait doesn’t function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Spider Climb. Juiblex can
on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Sticky Slime. Juiblex slimes a square area of ground it can see within the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of
. Lamp. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Bullseye. A bullseye lantern casts bright
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
takes fire or radiant damage, this trait doesn’t function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Spider Climb. Juiblex can
on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Sticky Slime. Juiblex slimes a square area of ground it can see within the
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
their smaller cousins, the duskcaps. Their bulk and toughness allow them to fight without any sense of self preservation as they rampage through the enemy lines.
Jesse Jackdaw Burns Hyphan Brute
radiant damage in a single turn, the brute has disadvantage on ability checks, attack rolls, and saving throws until the end of its next turn. The brute dies if it spends more than 1 hour in direct