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Returning 35 results for 'damage injury are being'.
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damage injured are being
damage injure are being
Equipment
Injury Poison
A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one.
Equipment
Injury Poison
A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one.
Equipment
Injury Poison
A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poison damage on a failed save or half as much damage on a successful one.
Equipment
Injury Poison
A creature subjected to Lolth’s Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more
, the creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Hypersensitivity. The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.
Unusual Nature. The mist
), or it takes 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Life Drain", "rollDamageType":"necrotic"} necrotic damage, the mist regains 10 hit points, and the target’s
Purple Worm Poison (Injury)
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Equipment
save, or half as much damage on a successful one.
Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent
This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed
Wyvern Poison (Injury)
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Equipment
half as much damage on a successful one.
Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until
This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or
Serpent Venom (Injury)
Legacy
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Equipment
on a failed save, or half as much damage on a successful one.
Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and
This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage
Drow Poison (Injury)
Legacy
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Equipment
it awake.
Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or
1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake
Monsters
Infernal Machine Rebuild
Special Equipment. Thessalar wields a dagger +1;+1 dagger coated with Thessaltoxin (Ingested or Injury);thessaltoxin poison (see appendix C).
Alchemical Homunculus. Thessalar is accompanied by
Toxicity. Any magic item that restores hit points and can be applied to a piercing or slashing weapon (a potion, an ointment, and so forth) causes a hit with that weapon to deal extra damage to Thessalar
Temporary Hit Points
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Rules
from injury.
When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5
Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, and other parts of the body. Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered
advantage on the saving throw or dealing only half damage on a failed save. Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Damage and Healing Injury and death are frequent threats in D&D, as detailed in the following rules.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. Purple Worm Poison (Injury). This
half as much damage on a successful one. Serpent Venom (Injury). This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Damage and Healing Injury and death are frequent threats in D&D, as detailed in the following rules.
Deep Dragon Wyrmling
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monsters
Fizban's Treasury of Dragons
Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2);{"diceNotation":"1d10+2", "rollType":"damage
", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. The dragon exhales a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Injuries Damage normally leaves no lingering effects. This option introduces the potential for long-term injuries. It’s up to you to decide when to check for a lingering injury. A creature might
sustain a lingering injury under the following circumstances: When it takes a critical hit When it drops to 0 hit points but isn’t killed outright When it fails a death saving throw by 5 or more To
Young Deep Dragon
Legacy
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monsters
Fizban's Treasury of Dragons
. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage plus 3 (1d6);{"diceNotation":"1d6", "rollType":"damage
", "rollAction":"Bite", "rollDamageType":"poison"} poison damage.
Claw. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, tear ducts, and other parts of the body. Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until
as allowing advantage on the saving throw or dealing only half damage on a failed save. Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Damage and Healing Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Damage and Healing Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Worm Poison (2,000 GP) Injury Poison A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a
successful one. Serpent Venom (200 GP) Injury Poison A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Worm Poison (2,000 GP) Injury Poison A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a
successful one. Serpent Venom (200 GP) Injury Poison A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Advantage on the saving throw or dealing only half as much damage on a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects
, and other parts of the body. Injury. Injury poison can be applied as a Bonus Action to a weapon, a piece of ammunition, or similar object. The poison remains potent until delivered through a wound or
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Injury. Injury poison can be applied to weapons, ammunition, trap
components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
half as much damage on a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot Cube to its effect. The
resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. Injury. Injury poison
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
by ice. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd. Rime’s binding ice adds insult to injury in the hands of a spellcasting white dragon
30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned. Burnt Othur Fumes (Inhaled). A creature subjected to this poison
must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that protect you from injury. When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example
Temporary Hit Points Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
that protect you from injury. When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example
Temporary Hit Points Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren’t actual hit points; they are a buffer against damage, a pool of hit points
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Your size is Medium. Speed. Your base walking speed is 30 feet. Natural Athlete. You have proficiency in the Athletics skill. Stone’s Endurance. You can focus yourself to occasionally shrug off injury
. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dropping to 0 Hit Points When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections. Instant Death Massive damage can kill you instantly. When
damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. For example, a cleric with a maximum of 12 hit points
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
approach it, and anyone unfortunate enough to be swallowed suffers injury from cold as well as from the toad’s digestive juices. Giant Ice Toad Large monstrosity, neutral
Armor Class 14 (natural
armor)
Hit Points 52 (7d10 + 14)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
8 (–1)
WIS
10 (+0)
CHA
6 (–2)
Damage Immunities cold
Senses darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
slowly turns to stone from the injury.
Cockatrice
Small monstrosity, unaligned
Armor Class 11
Hit Points 27 (6d6 + 6)
Speed 20 ft., fly 40 ft.
STR
6 (−2)
DEX
12 (+1
Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
magic to a creature. Once inscribed on a creature’s body, damage or injury doesn’t impair the tattoo’s function, even if the tattoo is defaced. When applying a magic tattoo, a creature can customize the






