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Returning 35 results for 'condition what resting'.
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Monsters
Monster Manual
, it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour
Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in
Monsters
Monster Manual
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
water. Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the
Monsters
Adventure Atlas: The Mortuary
", "rollAction":"Admit Entity", "rollDamageType":"psychic"} psychic damage and has the incapacitated condition for 1 minute, during which time it retches and babbles incoherently in a voice that is not
, speak with dead
1/day each: banishment, dispel evil and goodDauntless in the face of death, exorcists in the Heralds of Dust cleanse hapless creatures and resting places haunted by ghost;ghosts, specter
Monsters
Bigby Presents: Glory of the Giants
, and the target must succeed on a DC 26 Strength saving throw or have the prone condition.
Slam. Melee Weapon Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Slam"} to hit
throw. On a failed save, a creature takes 60 (11d10);{"diceNotation":"11d10", "rollType":"damage", "rollAction":"Lava Wave", "rollDamageType":"fire"} fire damage and has the restrained condition from
Monsters
Bigby Presents: Glory of the Giants
and has the poisoned condition for 1 minute. On a successful save, a creature takes half as much damage only.
A creature poisoned in this way can make a DC 24 Constitution saving throw at the end of
rage.
If intruders disturb its resting place, the fire scion’s cradle rises as a bipedal juggernaut of molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion&rsquo
feats
ability when you select this feat). On a failed save, the target has the Frightened condition until the start of your next turn. You can use this benefit safely once, and you regain the ability to do so
when you finish a Short or Long Rest. You can use it again before resting, but you take 1d6 Necrotic damage, which can’t be reduced or prevented in any way.
Shred Fate. Your dread secrets can
Compendium
- Sources->Dungeons & Dragons->Monster Manual
it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour, after which it regains 1 Hit Point.
Vampire
in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has
Compendium
- Sources->Dungeons & Dragons->Monster Manual
it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour, after which it regains 1 Hit Point.
Vampire
in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has
Compendium
- Sources->Dungeons & Dragons->Monster Manual
hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there
deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there
deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.
Spider
Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.
Spider
Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Heralds of Dust Exorcist Dauntless in the face of death, exorcists in the Heralds of Dust cleanse hapless creatures and resting places haunted by ghosts, specters, and other malign entities that
14 (+2)
CHA
11 (+0)
Saving Throws Int +6, Wis +5, Cha +3
Skills Arcana +6, Perception +5, Religion +6
Damage Resistances necrotic
Condition Immunities charmed, frightened
Senses
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Heralds of Dust Exorcist Dauntless in the face of death, exorcists in the Heralds of Dust cleanse hapless creatures and resting places haunted by ghosts, specters, and other malign entities that
14 (+2)
CHA
11 (+0)
Saving Throws Int +6, Wis +5, Cha +3
Skills Arcana +6, Perception +5, Religion +6
Damage Resistances necrotic
Condition Immunities charmed, frightened
Senses
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
of electrum resting on his chest, inset with a red stone of considerable size.
The glyphs, in Olman, read, “Beware … many-eyed god will bring down a fiery death.” Poison Dust. Mixing the silvery
way, a creature is also unconscious but semi-aware of its surroundings, and it is unaffected by the passage of time or other poisons. If magic is used to cure the poisoned condition, the recipient
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
of electrum resting on his chest, inset with a red stone of considerable size.
The glyphs, in Olman, read, “Beware … many-eyed god will bring down a fiery death.” Poison Dust. Mixing the silvery
way, a creature is also unconscious but semi-aware of its surroundings, and it is unaffected by the passage of time or other poisons. If magic is used to cure the poisoned condition, the recipient
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
plate armor wielding a glowing sword against a chimera. The word “SAFE” is written in chalk on the door leading to area 5, marking that chamber as a resting place used by the cultists. When the first
breathe, drink, eat, or sleep. The creature also gains the following features.
Damage Resistances piercing
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, paralyzed
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
being when the soul of a deceased individual, from its resting place in the afterlife, projects a spectral copy of itself across a vast distance with the help of a deity or another powerful celestial
)
Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, radiant
Condition Immunities blinded, charmed, exhaustion, frightened
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
plate armor wielding a glowing sword against a chimera. The word “SAFE” is written in chalk on the door leading to area 5, marking that chamber as a resting place used by the cultists. When the first
, drink, eat, or sleep. The creature also gains the following features.
Damage Resistances piercing
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, paralyzed, petrified
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
plate armor wielding a glowing sword against a chimera. The word “SAFE” is written in chalk on the door leading to area 5, marking that chamber as a resting place used by the cultists. When the first
breathe, drink, eat, or sleep. The creature also gains the following features.
Damage Resistances piercing
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, paralyzed
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
being when the soul of a deceased individual, from its resting place in the afterlife, projects a spectral copy of itself across a vast distance with the help of a deity or another powerful celestial
)
Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, radiant
Condition Immunities blinded, charmed, exhaustion, frightened
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a drinking contest in this area and are so inebriated that they are considered poisoned (see appendix A in the Player’s Handbook). Despite their present condition, they are spoiling for a fight and
is sounded, the creatures in areas 7 and area 9 act as described in the Svardborg Roster table. 2D. Jarl’s Mess This room contains a 10-foot-tall wooden table. Resting atop it is a golden platter
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a drinking contest in this area and are so inebriated that they are considered poisoned (see appendix A in the Player’s Handbook). Despite their present condition, they are spoiling for a fight and
is sounded, the creatures in areas 7 and area 9 act as described in the Svardborg Roster table. 2D. Jarl’s Mess This room contains a 10-foot-tall wooden table. Resting atop it is a golden platter
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
plate armor wielding a glowing sword against a chimera. The word “SAFE” is written in chalk on the door leading to area 5, marking that chamber as a resting place used by the cultists. When the first
, drink, eat, or sleep. The creature also gains the following features.
Damage Resistances piercing
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, paralyzed, petrified
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
16, she has the incapacitated condition, and she can’t move or speak.
H2: Antechamber This room’s south door is locked. If the characters enter, read or paraphrase the following text: Old cloaks
long chest. An alcove in the far wall displays a small statue of a leaping stag.
This is Derwyth’s private resting chamber. Treasure. The stag statue in the alcove is made of fine wood and worth
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
16, she has the incapacitated condition, and she can’t move or speak.
H2: Antechamber This room’s south door is locked. If the characters enter, read or paraphrase the following text: Old cloaks
long chest. An alcove in the far wall displays a small statue of a leaping stag.
This is Derwyth’s private resting chamber. Treasure. The stag statue in the alcove is made of fine wood and worth
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
first opportunity, as it believes that only one creature can claim dominion over a forest. Who are we to presuppose that what is taken as common or normal is indeed the natural resting place of the
(+2)
INT
13(+1)
WIS
11(+0)
CHA
10(+0)
Skills Stealth +5
Condition Immunities blinded, deafened, exhaustion
Senses blindsight 30 ft., passive Perception 11
Languages
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
first opportunity, as it believes that only one creature can claim dominion over a forest. Who are we to presuppose that what is taken as common or normal is indeed the natural resting place of the
(+2)
INT
13(+1)
WIS
11(+0)
CHA
10(+0)
Skills Stealth +5
Condition Immunities blinded, deafened, exhaustion
Senses blindsight 30 ft., passive Perception 11
Languages
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
gain 1d4 Exhaustion levels. Another Condition. The obstacle imposes another condition on the characters. For example, wading through a fetid swamp rather than skirting around it might impose the Poisoned
condition, which lasts until removed by magic. Searches This challenge often comes up in the last stage of a journey: the characters have to find their destination, which might be an island, an old
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
gain 1d4 Exhaustion levels. Another Condition. The obstacle imposes another condition on the characters. For example, wading through a fetid swamp rather than skirting around it might impose the Poisoned
condition, which lasts until removed by magic. Searches This challenge often comes up in the last stage of a journey: the characters have to find their destination, which might be an island, an old
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, resting and keeping watch in pairs. The broken stalagmites make the room difficult terrain, which doesn’t hinder the grells. Eager to defend their lair, the grells fight to the death. J4: Larder The
to investigate. J6: Behir Den An enormous nest of crushed rocks, reptile scales, and lightning-scoured bones occupies a depression in this cavern’s northwest wall. Resting in the nest is a massive
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, resting and keeping watch in pairs. The broken stalagmites make the room difficult terrain, which doesn’t hinder the grells. Eager to defend their lair, the grells fight to the death. J4: Larder The
to investigate. J6: Behir Den An enormous nest of crushed rocks, reptile scales, and lightning-scoured bones occupies a depression in this cavern’s northwest wall. Resting in the nest is a massive
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
using its Change Shape ability. The three driders squad leaders are resting away from Pandemonium’s winds here. Rachazz infiltrated the tower and is collecting information for Miska about Camlash’s
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone
Senses passive Perception 13
Languages Giant, Primordial
Challenge 22 (41,000 XP) Proficiency
Weapon Attack: +14 to hit, range 120 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage, and the target must succeed on a DC 22 Strength saving throw or have the prone condition.
Grasping Root. Melee
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
using its Change Shape ability. The three driders squad leaders are resting away from Pandemonium’s winds here. Rachazz infiltrated the tower and is collecting information for Miska about Camlash’s
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive