Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'decreases beasts fireball'.
Other Suggestions:
deceased beasts fireballs
Monsters
Monster Manual
, creating the following effects:
Children of the Night. The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while
", "rollDamageType":"Necrotic"} Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the damage taken, and the vampire regains Hit Points equal to that amount.
Monsters
Astarion's Book of Hungers
(if any). The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by
spellcasting ability (spell save DC 18):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 4 version), Mage Hand, Prestidigitation
2/Day: Scrying
1/Day: Wall of FireLegendary
Monsters
Curse of Strahd
, magic missile, sleep, witch bolt
2nd level (3 slots): crown of madness, enlarge/reduce, misty step
3rd level (3 slots): dispel magic, fireball, lightning bolt
4th level (3 slots): blight, Evard's
imparted to Lysaga the secret of longevity, which requires her to bathe in the blood of beasts on nights of the new moon. Failure to do so causes Lysaga to age rapidly, becoming mere dust and bones in a
Monsters
Curse of Strahd
, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, fireball, nondetection
4th level (3 slots): blight, greater invisibility, polymorph
5th level
","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
the following effects, all of which happen at the vampire’s discretion: Diabolic Beasts. Animals in the vampire’s domain serve the vampire’s will. From dusk until dawn, Medium or smaller Beasts have
decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
the following effects, all of which happen at the vampire’s discretion: Diabolic Beasts. Animals in the vampire’s domain serve the vampire’s will. From dusk until dawn, Medium or smaller Beasts have
decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
the following effects, all of which happen at the vampire’s discretion: Diabolic Beasts. Animals in the vampire’s domain serve the vampire’s will. From dusk until dawn, Medium or smaller Beasts have
decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
other debris as if it were alive
Swarm of Maggots
Medium Swarm of Tiny Beasts
Armor Class 11
Hit Points 22 (5d8)
Speed 20 ft., swim 20 ft.
STR
3 (−4)
DEX
12 (+1)
CON
until it finishes a long rest.
3–4. The creature’s hit point maximum decreases by 5 (2d4), and the reduction can’t be removed until the disease ends. The creature dies if its hit point maximum drops to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
other debris as if it were alive
Swarm of Maggots
Medium Swarm of Tiny Beasts
Armor Class 11
Hit Points 22 (5d8)
Speed 20 ft., swim 20 ft.
STR
3 (−4)
DEX
12 (+1)
CON
until it finishes a long rest.
3–4. The creature’s hit point maximum decreases by 5 (2d4), and the reduction can’t be removed until the disease ends. The creature dies if its hit point maximum drops to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
other debris as if it were alive
Swarm of Maggots
Medium Swarm of Tiny Beasts
Armor Class 11
Hit Points 22 (5d8)
Speed 20 ft., swim 20 ft.
STR
3 (−4)
DEX
12 (+1)
CON
until it finishes a long rest.
3–4. The creature’s hit point maximum decreases by 5 (2d4), and the reduction can’t be removed until the disease ends. The creature dies if its hit point maximum drops to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
beasts (badgers, mice, rabbits, birds, fish, and so forth). The paintings’ eyes (including the eyes on Halaster’s robes) seem to follow visitors as they move through the hall — a minor magical illusion
apprentices. They attack intruders on sight, bombarding them with fireball spells in the first round of combat. The flameskulls pursue intruders that flee, using their mage hand spells to open doors
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
beasts (badgers, mice, rabbits, birds, fish, and so forth). The paintings’ eyes (including the eyes on Halaster’s robes) seem to follow visitors as they move through the hall — a minor magical illusion
apprentices. They attack intruders on sight, bombarding them with fireball spells in the first round of combat. The flameskulls pursue intruders that flee, using their mage hand spells to open doors
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
beasts (badgers, mice, rabbits, birds, fish, and so forth). The paintings’ eyes (including the eyes on Halaster’s robes) seem to follow visitors as they move through the hall — a minor magical illusion
apprentices. They attack intruders on sight, bombarding them with fireball spells in the first round of combat. The flameskulls pursue intruders that flee, using their mage hand spells to open doors
Compendium
- Sources->Dungeons & Dragons->Monster Manual
: DC 19, one creature the demilich can see within 120 feet. Failure: The target’s Hit Point maximum decreases by 14 (4d6). Failure or Success: The demilich can’t take this action again until the start
emissaries of divine will. These immortal messengers adopt the shapes of mystical beasts or idealized, winged mortals. As with all angels, their true forms are known only to the gods they serve.
Rather
Compendium
- Sources->Dungeons & Dragons->Monster Manual
: DC 19, one creature the demilich can see within 120 feet. Failure: The target’s Hit Point maximum decreases by 14 (4d6). Failure or Success: The demilich can’t take this action again until the start
emissaries of divine will. These immortal messengers adopt the shapes of mystical beasts or idealized, winged mortals. As with all angels, their true forms are known only to the gods they serve.
Rather
Compendium
- Sources->Dungeons & Dragons->Monster Manual
: DC 19, one creature the demilich can see within 120 feet. Failure: The target’s Hit Point maximum decreases by 14 (4d6). Failure or Success: The demilich can’t take this action again until the start
emissaries of divine will. These immortal messengers adopt the shapes of mystical beasts or idealized, winged mortals. As with all angels, their true forms are known only to the gods they serve.
Rather
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
magic. Mother Night has also imparted to Lysaga the secret of longevity, which requires her to bathe in the blood of beasts on nights of the new moon. Failure to do so causes Lysaga to age rapidly
level (4 slots): detect magic, magic missile, sleep, witch bolt
2nd level (3 slots): crown of madness, enlarge/reduce, misty step
3rd level (3 slots): dispel magic, fireball, lightning bolt
4th
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
between eight pillars are six humanoids that have the heads of beasts. Three wear servants’ uniforms and carry feather dusters, and three wear heavy armor and carry swords.
Arcturia Arcturia is a
arrow, mirror image 3rd level (3 slots): counterspell, dispel magic, fireball, slow 4th level (3 slots): blight, polymorph 5th level (3 slots): animate objects, telekinesis 6th level (1 slot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
between eight pillars are six humanoids that have the heads of beasts. Three wear servants’ uniforms and carry feather dusters, and three wear heavy armor and carry swords.
Arcturia Arcturia is a
arrow, mirror image 3rd level (3 slots): counterspell, dispel magic, fireball, slow 4th level (3 slots): blight, polymorph 5th level (3 slots): animate objects, telekinesis 6th level (1 slot
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
magic. Mother Night has also imparted to Lysaga the secret of longevity, which requires her to bathe in the blood of beasts on nights of the new moon. Failure to do so causes Lysaga to age rapidly
level (4 slots): detect magic, magic missile, sleep, witch bolt
2nd level (3 slots): crown of madness, enlarge/reduce, misty step
3rd level (3 slots): dispel magic, fireball, lightning bolt
4th
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
between eight pillars are six humanoids that have the heads of beasts. Three wear servants’ uniforms and carry feather dusters, and three wear heavy armor and carry swords.
Arcturia Arcturia is a
arrow, mirror image 3rd level (3 slots): counterspell, dispel magic, fireball, slow 4th level (3 slots): blight, polymorph 5th level (3 slots): animate objects, telekinesis 6th level (1 slot
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
magic. Mother Night has also imparted to Lysaga the secret of longevity, which requires her to bathe in the blood of beasts on nights of the new moon. Failure to do so causes Lysaga to age rapidly
level (4 slots): detect magic, magic missile, sleep, witch bolt
2nd level (3 slots): crown of madness, enlarge/reduce, misty step
3rd level (3 slots): dispel magic, fireball, lightning bolt
4th
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, ending the effect on itself on a success. Subsequent Failures: The Poisoned target’s Hit Point maximum decreases by 5 (1d10).
Deva Medium Celestial (Angel), Lawful Good
AC 17 Initiative +4 (14
CR 1 (XP 200; PB +2)
Traits
Magic Resistance. The dryad has Advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, ending the effect on itself on a success. Subsequent Failures: The Poisoned target’s Hit Point maximum decreases by 5 (1d10).
Deva Medium Celestial (Angel), Lawful Good
AC 17 Initiative +4 (14
CR 1 (XP 200; PB +2)
Traits
Magic Resistance. The dryad has Advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, ending the effect on itself on a success. Subsequent Failures: The Poisoned target’s Hit Point maximum decreases by 5 (1d10).
Deva Medium Celestial (Angel), Lawful Good
AC 17 Initiative +4 (14
CR 1 (XP 200; PB +2)
Traits
Magic Resistance. The dryad has Advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
approach (as detailed in the “Evading Guards” section), the DC of those checks decreases by 2 against the off-duty guards. Locked Door. The door to area T3 is locked. Each guard in the vault has a key
. A third contains harmless mammals, including jerboas, chinchillas, and a capybara. The last two cages each hold one displacer beast. The giant lizards, flying snakes, and displacer beasts are
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
approach (as detailed in the “Evading Guards” section), the DC of those checks decreases by 2 against the off-duty guards. Locked Door. The door to area T3 is locked. Each guard in the vault has a key
. A third contains harmless mammals, including jerboas, chinchillas, and a capybara. The last two cages each hold one displacer beast. The giant lizards, flying snakes, and displacer beasts are
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
approach (as detailed in the “Evading Guards” section), the DC of those checks decreases by 2 against the off-duty guards. Locked Door. The door to area T3 is locked. Each guard in the vault has a key
. A third contains harmless mammals, including jerboas, chinchillas, and a capybara. The last two cages each hold one displacer beast. The giant lizards, flying snakes, and displacer beasts are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, prestidigitation, ray of frost
1st level (4 slots): comprehend languages, fog cloud, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, fireball
rats, provided that the sun isn’t up. While outdoors, Strahd can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. The beasts
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, prestidigitation, ray of frost
1st level (4 slots): comprehend languages, fog cloud, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, fireball
rats, provided that the sun isn’t up. While outdoors, Strahd can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. The beasts
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, prestidigitation, ray of frost
1st level (4 slots): comprehend languages, fog cloud, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, fireball
rats, provided that the sun isn’t up. While outdoors, Strahd can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. The beasts
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
chain shirts and the livery of House Gralhund. G10. Den and Trophy Room Lord Gralhund’s den has the heads of various beasts mounted on the walls and gleaming suits of armor standing at attention in the
artifact. She gave a necklace of fireballs to her mechanical servant and sent it out to help retrieve the stone. It was careless and caught the Zhents in the fireball by mistake.” G16. Master Bedroom The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
chain shirts and the livery of House Gralhund. G10. Den and Trophy Room Lord Gralhund’s den has the heads of various beasts mounted on the walls and gleaming suits of armor standing at attention in the
artifact. She gave a necklace of fireballs to her mechanical servant and sent it out to help retrieve the stone. It was careless and caught the Zhents in the fireball by mistake.” G16. Master Bedroom The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
chain shirts and the livery of House Gralhund. G10. Den and Trophy Room Lord Gralhund’s den has the heads of various beasts mounted on the walls and gleaming suits of armor standing at attention in the
artifact. She gave a necklace of fireballs to her mechanical servant and sent it out to help retrieve the stone. It was careless and caught the Zhents in the fireball by mistake.” G16. Master Bedroom The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Frupy, a glyph of warding inside is triggered, producing a fireball spell centered on the chest (save DC 15). The strongbox itself holds nothing of value, but it has a trick panel in the side, which
21 are attacked and yelp for assistance, these beasts split into pairs and station themselves in the north and south ends of the open area, from where they spring to the aid of the others. The hell