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Returning 11 results for 'contingent warded reduces'.
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Demilich (Variant)
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Monsters
Monster Manual (2014)
":"necrotic"} necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to
advantage on saving throws against being charmed or frightened, and against features that turn undead.
The tomb is warded against the magical travel of creatures the demilich hasn’t authorized. Such
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration
Ward Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration
Ward Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
charmed or frightened, and against features that turn undead. The tomb is warded against the magical travel of creatures the demilich hasn’t authorized. Such creatures can’t teleport into or out of the
24 (7d6) necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
charmed or frightened, and against features that turn undead. The tomb is warded against the magical travel of creatures the demilich hasn’t authorized. Such creatures can’t teleport into or out of the
24 (7d6) necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
gains advantage on its attack against the creature. The creature then attacks. Each blade has AC 15 and 15 hit points. Destroying a blade reduces the Whirling Blades attack bonus by 2. Dexterity check
using thieves’ tools, DC 15. Creatures can use thieves’ tools in the area attacked by the blades to foil their mechanism. A successful check reduces the Whirling Blades attack bonus by 2. Crushing
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
gains advantage on its attack against the creature. The creature then attacks. Each blade has AC 15 and 15 hit points. Destroying a blade reduces the Whirling Blades attack bonus by 2. Dexterity check
using thieves’ tools, DC 15. Creatures can use thieves’ tools in the area attacked by the blades to foil their mechanism. A successful check reduces the Whirling Blades attack bonus by 2. Crushing
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
by any means, including teleportation. If the damage from Disintegrate reduces an Orc to 0 Hit Points, can Relentless Endurance prevent the Orc from turning to ash? Yes. The Disintegrate spell turns
Player’s Handbook for examples. If you grapple or shove an enemy, does that end a Sanctuary spell cast on you? No. The Sanctuary spell ends only if the warded creature makes an attack roll, casts a spell, or
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
by any means, including teleportation. If the damage from Disintegrate reduces an Orc to 0 Hit Points, can Relentless Endurance prevent the Orc from turning to ash? Yes. The Disintegrate spell turns
Player’s Handbook for examples. If you grapple or shove an enemy, does that end a Sanctuary spell cast on you? No. The Sanctuary spell ends only if the warded creature makes an attack roll, casts a spell, or
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
smuggle in. Stairs. The stairs ascend to area X14. Warded Door. The door to area X10 is warded by an alarm spell that mentally alerts Edino if anyone touches it. X10: Edino’s Study A hulking figure made
), and Rilago knows how to release them: each oztocanite fragment must be brought in physical contact with the giant’s petrified remains (in area X4). Physical contact with Xeluan reduces each oztocanite
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
smuggle in. Stairs. The stairs ascend to area X14. Warded Door. The door to area X10 is warded by an alarm spell that mentally alerts Edino if anyone touches it. X10: Edino’s Study A hulking figure made
), and Rilago knows how to release them: each oztocanite fragment must be brought in physical contact with the giant’s petrified remains (in area X4). Physical contact with Xeluan reduces each oztocanite