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Returning 35 results for 'condition crushing'.
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condition causing
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
. Both trees must be at least as large as the treefolk.Multiattack. The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.
Crushing Vine. Melee Weapon Attack: +10
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Crushing Vine"} to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6);{"diceNotation":"3d12+6", "rollType":"damage", "rollAction":"Crushing
Monsters
Vecna: Eve of Ruin
", "rollDamageType":"slashing"} slashing damage, and if the target is a Medium or smaller creature, the target has the grappled condition (escape DC 18). Until this grapple ends, the target has the
restrained condition, and the degloth can’t use this fist to grapple another target. The degloth has two fists.Degloths are massive, blue, bipedal demons with razor-studded fists. They are commonly
Monsters
Quests from the Infinite Staircase
must succeed on a DC 16 Constitution saving throw or have the poisoned condition for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
unoccupied space out of the maschin-i-bozorg’s path. On a failed save, the creature takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Crushing Stride", "rollDamageType
Monsters
Vecna: Eve of Ruin
30 feet of the false lich must succeed on a DC 22 Wisdom saving throw or have the frightened condition for 1 minute. While frightened in this way, a creature also has the unconscious condition. An
AttacksSoul Siphon. The false lich targets one creature it can see within 120 feet of itself. The target must make a DC 22 Charisma saving throw; if the target has the unconscious condition, it has
Monsters
Phandelver and Below: The Shattered Obelisk
+ 4);{"diceNotation":"6d6+4", "rollType":"damage", "rollAction":"Dreadful Contact", "rollDamageType":"psychic"} psychic damage if the target has the frightened condition.
Eye Beam. Ranged Spell
emotions, choosing one of the following options:
Weeping Eyes. The oculorb weeps, releasing a wave of crushing despair. Each creature within 30 feet of the oculorb must make a DC 16 Constitution
Monsters
The Book of Many Things
saving throw. On a failed save, the creature takes 49 (11d8);{"diceNotation":"11d8", "rollType":"damage", "rollAction":"Hollow Void", "rollDamageType":"force"} force damage and has the stunned condition
’s turn. The champion regains spent legendary actions at the start of its turn.
Crush. The champion unleashes a burst of crushing force on a creature it can see within 30 feet of itself. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit
abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.
Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit
abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.
Crushing Blow (Recharges after a Short or Long Rest). As a bonus action
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
. Both trees must be at least as large as the treefolk.
Actions
Multiattack. The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.
Crushing Vine. Melee Weapon
Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage. If the target is a creature, it has the grappled condition (escape DC 18). While grappled, the creature also has the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the bloodshed. They enjoy ripping their enemies limb from limb using their razor-studded fists, which are equally adept at slashing foes and crushing the life from them. Degloth Large Fiend (Demon
Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages Abyssal, telepathy 120 ft.
Challenge 11 (7,200 XP
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
survivors and crushing pockets of resistance. When vlazoks anticipate an influx of enemies, these demons jump on them from above to crush them. Vlazoks have keen senses, owing to the eyes positioned
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
skinning or crushing. Deathless malice infuses what remains, their husks flopping and slithering in pursuit of vengeance or at the whims of sinister masters. Slipping through cracks and under doors, these
)
CHA
1 (−5)
Skills Stealth +4
Damage Resistances bludgeoning, poison
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 10
Languages
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Sacred Statue When an eidolon takes control of a special statue, it becomes a construct that uses its fists to drive back intruders, smashing and crushing anything it can reach. Sacred Statue
Large
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages the languages the eidolon knew in life
False
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
CHA
0
Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Crushing Wheels. The Scavenger
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
crushing ceiling trap +1 Recovered the treasure +1 L5: Grotto Attacked the pechs −1 Improved the pechs’ mood +2 Refused to douse any bright lights −1 L6: Fungal Cavern Disturbed the crickets −1 L7
+1 L14: Basilisk Den Defeated the basilisks +1 One or more characters gained the petrified condition −1 Recovered the treasure near the basilisk’s nest +1 L15: Rainbow Cavern Defeated Lludd the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
)
CON
14 (+2)
INT
0
WIS
0
CHA
0
Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
, unconscious
Crushing Wheels. The Tormentor can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Crushing Wave Cultists The Cult of the Crushing Wave venerates the element of water as a force of destruction and evil. Only fools or lunatics worship the idea of destruction, and many of the
Crushing Wave cultists can be described as such. Others are more calculating and deliberate in their evil, and see the power of Elemental Evil as a tool by which they can sweep away the existing order of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned
120 feet of itself. The creature must make a DC 22 Constitution saving throw. On a failed save, the creature takes 49 (11d8) force damage and has the stunned condition until the start of the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
)
CON
20 (+5)
INT
2 (–4)
WIS
10 (+0)
CHA
1 (–5)
Damage Immunities poison, psychic
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious
5 ft. or range 30/120 ft., one target. Hit: 13 (4d4 + 3) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or have the poisoned condition for 1 minute. The target can
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Skills Investigation +6, Perception +10
Condition Immunities blinded, prone
Senses truesight 60 ft., passive Perception 20
Languages Deep Speech, telepathy 120 ft.
Challenge 9 (5,000 XP
+ 4) psychic damage, or 25 (6d6 + 4) psychic damage if the target has the frightened condition.
Eye Beam. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 14 (3d6 + 4) psychic damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual
fearsome claws, crushing horns, and fiery breath, chimeras are tempests of ferocity, driven by their three heads’ conflicting instincts. Their heads agree on little but their desires to feed and to drive
) Slashing damage.
Ram. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.
Fire Breath (Recharge 5–6
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Assassin Vine An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to
)
CHA
1 (–5)
Damage Resistances cold, fire
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., passive Perception 10
Languages —
Challenge 3 (700 XP
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Assassin Vine An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to
)
CHA
1 (-5)
Damage Resistances cold, fire
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 30 ft., passive Perception 10
Languages —
Challenge 3 (700 XP
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Crushing Wheels. The Demon Grinder can move through the space of any Large or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dungeon corridors, crushing anyone in its path. Every stone juggernaut has a unique shape and appearance. One might resemble an elephant with bejeweled tusks, while another might look like a scowling demon
)
Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with adamantine weapons
Condition Immunities blinded, charmed, deafened, exhaustion, frightened
Compendium
- Sources->Dungeons & Dragons->Monster Manual
demons turn on one another in frays that can devastate vast expanses. Barlguras vary in appearance, but all have powerful frames and hands capable of climbing swiftly and delivering crushing blows. If
smaller creature, it has the Prone condition.
Spellcasting. The barlgura casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and initiative count 10. Active Elements. The Path of Blades includes a set of whirling blades along the first 80 feet of the trap, crushing pillars that slam down from the ceiling to the floor before
+5 bonus to the attack roll and dealing 11 (2d10) slashing damage on a hit. Crushing Pillars (Initiative 10). Each creature in the 50-foot-long area beyond the first 80 feet of the hallway must make a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
(+8)
DEX
10 (+0)
CON
25 (+7)
INT
24 (+7)
WIS
15 (+2)
CHA
24 (+7)
Saving Throws Int +13, Wis +8, Cha +13
Damage Immunities acid, poison
Condition Immunities charmed
condition (escape DC 18). Until this grapple ends, the horror can’t use this tentacle against other targets. The horror has 1d8 + 1 tentacles, each of which can grapple one target.
Psychic Whispers
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
greatwyrms’ ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in
, Perception +15
Damage Immunities force (amethyst), necrotic (topaz), psychic (emerald), radiant (crystal), or thunder (sapphire)
Condition Immunities charmed, frightened, poisoned, prone
Senses
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
+14, Wis +11, Cha +9
Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed
succeed on a DC 22 Wisdom saving throw or have the frightened condition for 1 minute. While frightened in this way, a creature also has the unconscious condition. An affected creature can repeat the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
nonmagical attacks that aren’t silvered
Damage Immunities cold, fire, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 20
Languages
point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit point maximum is reduced to 0
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
character has the incapacitated condition in Illithinoch, the infected elder brain establishes a Psychic Link with the character and determines the character’s intentions. The psychic link remains until
Intelligence check to interpret the inscription. A failed attempt results in a crushing headache and requires the creature to succeed on a DC 13 Wisdom saving throw. The creature takes 17 (5d6) psychic
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Condition Immunities charmed, frightened, poisoned
Senses darkvision 240 ft., passive Perception 12
Languages Deep Speech, telepathy 240 ft.
Challenge 18 (20,000 XP) Proficiency Bonus +6
the start of its turn.
Crushing Tentacle. The horror crushes one creature it is grappling. The grappled creature must make a DC 22 Constitution saving throw, taking 18 (3d6 + 8) force damage on a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
driven 10 feet underwater and restrained there. The creature can use its action to make a DC 15 Strength (Athletics) check, ending the restrained condition on a success. Aboleth Whispers Whenever the
aboleth instantly knows all the character’s desires and goals. It then intermittently projects images to the character in which everything the character loves is destroyed by the Cult of the Crushing Wave
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
site. After doing so, the eidolon controls the construct as if it was its own body and uses its fists to drive back intruders, smashing and crushing anything it can reach. Undead Nature. An eidolon
Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 18






