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Returning 35 results for 'descends immune are bottle'.
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Monsters
The Book of Many Things
the end of its next turn, after which the target is immune to this Revelation for 24 hours.Uncanny Dodge. When an attacker the veiled presence can see hits the veiled presence with an attack, the veiled
half as much damage on a successful one.The ultimate threat created by the Rogue card, the veiled presence is a Celestial for tier 4 play (levels 17 to 20). This being descends from an Outer Plane to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
points for fragile and resilient objects that are Large or smaller. Object Hit Points Size Fragile Resilient Tiny (bottle, lock) 2 (1d4) 5 (2d4) Small (chest, lute) 3 (1d6) 10 (3d6) Medium
when one of its Large legs is reduced to 0 hit points. Objects and Damage Types. Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
resilient objects that are Large or smaller. Size Fragile Resilient Tiny (bottle, lock) 2 (1d4) 5 (2d4) Small (chest, lute) 3 (1d6) 10 (3d6) Medium (barrel, chandelier) 4 (1d8) 18 (4d8) Large (Cart
hit points. Objects and Damage Types Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
stays forever youthful and alluring. If the tree is harmed, she suffers. If the tree is ever destroyed, the dryad descends into madness. Reclusive Fey. Dryads act as guardians of their woodland demesnes
immune to the dryad’s Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
top carved to resemble a human hand grasping a snake. Staff 6 is made of chardalyn (see "Chardalyn") and is suffused with Netherese magic. While holding the staff, a creature is immune to the
-skinned humanoid serves wine from an ornate bottle.
If the illusion is dispelled, this area is shown to be a frozen ruin bereft of inhabitants. Treasure. Behind the rectangular counter, held in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
descends 15 feet to area V27 of the dungeon. If the Vanthampurs need to flee the dungeon, they can use the trapdoor to reach their horses quickly. Thurstwell Vanthampur
Medium humanoid (human
will): guidance, sacred flame (see “Actions” below), thaumaturgy
1st level (3 slots): command, detect evil and good, sanctuary
Actions
Sacred Flame (Cantrip). Flame-like radiance descends on
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
side is a fifteen-foot-diameter hole in the floor that seems to be the upper end of a tunnel.
The ice slide descends to area H23. H23. Remorhaz Nest This bulbous cavern has walls as smooth as glass
and sinks toward a fifteen-foot-diameter hole in the floor that seems to be the upper end of a tunnel.
The ice slide descends to area H36. H27. West Observation Platform Clinging to the thirty-foot
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L16. Granny Nightshade’s Bedroom This room has two closed doors, one leading to a 20-foot-high balcony and the other leading to area L17. Neither door is locked. A staircase descends to area L14
be immune to all damage. If it is knocked over, each creature inside the dollhouse must succeed on a DC 15 Dexterity saving throw or take 1d6 bludgeoning damage from colliding with walls, furniture
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
times of great peril, Hlam can be called on to help. Sometimes he offers pearls of wisdom, and sometimes he descends from his cave to set things right with fisticuffs. He can show up at any point in the
story as a helpful figure, and the characters can visit him in his cave if they need guidance or training. The Order of the Gauntlet considers him a staunch ally. Hlam is immune to disease and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. They are also immune to the poisoned condition. They have Necrotic Absorption instead of Lightning Absorption. The new trait is functionally identical to the old one, except that it affects necrotic
an arcane lock spell on these doors, beyond which a stone staircase descends to area 30b. The characters can force open the doors with a successful DC 25 Strength (Athletics) check, but doing so
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the building. The tower’s vents are 50 feet from the ground and open into a 10-foot-wide shaft that descends into the center of area A2. This shaft is marked with a dotted circle on map 11.2. A
windcatcher’s interior. The first Small or larger creature that descends 10 feet down the shaft activates explosive runes. Any creature within 20 feet of the runes must make a DC 17 Dexterity saving throw
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
: A circular gaping wound near the top of the scab forms a tunnel that descends into darkness.
The tunnel tapers as it descends toward area S2. S2. Angelic Window Demons digging in this tunnel
bones and offal sits in the middle of this otherwise empty chamber.
Creatures who examine the bones and offal closely notice a stoppered bottle in the pile. Treasure. The bottle is a eversmoking bottle
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
immune to this Beguiling Whisper for 24 hours.
Reactions
Uncanny Dodge. When an attacker the infiltrator can see hits the infiltrator with an attack, the infiltrator halves the attack’s damage against
feet of itself. The target must succeed on a DC 20 Constitution saving throw or have the paralyzed condition until the end of its next turn, after which the target is immune to this Debilitating Touch
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
gains 1 level of exhaustion. On a successful save, the creature takes half as much damage, doesn’t gain exhaustion, and is immune to all draconians’ Noxious Breath for 24 hours.
Spellcasting The
foot it descends.
Actions
Multiattack. The draconian makes two Trident melee attacks or two Lightning Discharge attacks.
Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
landing and a narrow ledge with the following features: The landing is 10 feet square and is met by two staircases. One descends 20 feet to area K5, and one ascends 20 feet to area K20. The narrow
Towers Features”). One staircase descends 20 feet to area K6, and the other climbs 20 feet to area K15. The area contains the following features: Shattered glass covers the floor, and a large wooden
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Mist. The glass bottles on the southwest shelf contain magically captured sounds, including songs, operas, and recorded lectures. Uncorking a bottle temporarily releases its auditory contents into the
library, after which the sound returns to its bottle. Breaking a bottle releases the sound, but the sound dissipates after it plays once. All the bottles are labeled. Sample contents include the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in area 14. If the bucket chain stops moving, the giants head to area 20 to learn why, leaving the ogres, who brawl among themselves. A staircase in the west wall descends to area 31. 16. Giants
minutes pass and no ore arrives, Zaltember and the ogres in area 18 investigate, entering from the west. If he finds intruders or evidence thereof, Zaltember heads to area 19, descends the staircase to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
inside must succeed on a DC 10 Wisdom saving throw or suffer the effects of a confusion spell. Once a creature succeeds on its saving throw, it is immune to this effect for 24 hours. A thunderous
to the ledge, where a passage leads north. A tunnel on the lower level leads south.
Earth cultists call this river of elemental mud the Mudflow. The river is 6 feet wide, 3 feet deep, and descends a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dhakaan for sale! Recovered from the ruins below!" 16–18 A man dressed in the livery of House Vadalis descends a tower wall mounted on the back of a giant spider. He shouts, "Need a ride? No faster way
your gods." 10–12 An elf riding a pegasus with bulging saddlebags asks you for directions to the Aurora Gallery. 13–15 Two drunk dwarves pass a bottle of spirits back and forth and sing a bawdy song
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
scrolls (arms of Hadar, bane, and dimension door) and a bag containing six pieces of jewelry worth 100 gp each. D8a: Tower Ground Floor A cold wind descends this tower staircase.
The stairs here
), “farrl’v hrak,” which is Deep Speech for “forever changing.” The note contains a sketch of a wine bottle and a row of four circles. The second circle from the left is crossed out. (The circles
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
potion of water breathing, and a bottle of excellent wine (worth 25 gp), bearing a label in the shape of an eye patch and the name “One-Eyed Jax” in Common. J11. Aft Castle Upper Deck This highest deck
lavender permeates the cabin. (The scent is created by magic and can be dispelled.) A nimblewright (see appendix B) stands in a small alcove next to a chess table. An empty wine bottle on the table is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
this way, a creature is also unconscious, and it is unaffected by the passage of time or by other poisons. If magic is used to cure the poisoned condition, the recipient is immune to the poison for 1
-inch-diameter piece of mother-of-pearl (5 gp). Lying among the hip bones is a 6-inch-long statue of a faceless man with large pointed ears. Plugged at the bottom, it is a bottle that contains an elixir of health.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
dies in the storm freezes solid. Creatures that are immune to cold damage are immune to the effects of the storm and can see normally within it. Thrym’s howl typically lasts 2d10 hours. Emotional
enchanted spring’s water removes its magical properties, unless the bottle is a specially prepared vial blessed by whatever being enchanted the spring in the first place. Enchanted Spring Enchanted
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
threat) The court jester devised a deadly trap to foil anyone who sought to steal his magic fool’s cap. The jester’s tomb is located at the end of a 10-foot-wide, 150-foot-long hallway that descends
. Heavily damaging a statue is a bad idea, for doing so leaves the gas vents open. Reducing a statue to 0 hit points (AC 17; 20 hp; resistance to fire, piercing, and slashing damage; immune to poison
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
hours, the creature gains one level of exhaustion and can repeat the saving throw if it can still see the fresco, ending the effect on a success. A creature that succeeds on the saving throw is immune
. But when any creature in the room speaks aloud a secret, the trapdoor flips open, giving access to a spiral stone staircase that descends 120 feet to area V9. The spoken admission must be true, and it
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that doesn’t require food automatically succeeds on the saving throw. Once the effect ends on a creature, it becomes immune to the cave’s psychic trauma. This immunity does not remove levels of
Death. A tunnel to the south contains a staircase that leads down to area H19. The stench of death grows stronger as one descends these stairs. H18. Snow Golems These areas have slippery, uneven floors
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the ocean deity Eadro, killed Ogrorlo and freed the merfolk, but the influence of the aberration still lingers around the reef and in a nearby gorge that descends into darkness. Cove Reef Features
can’t be charmed are immune to this effect. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The anemone’s tentacles
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
water makes the floor difficult terrain in this area. The sloping rubble descends to area V13. V15: Lunar Shrine A larger-than-life alabaster statue of a humanoid in flowing robes watches over this
containing 20 bolts Two shields A suit of splint mail A bottle of Oil of Sharpness V28: Royal Quarters A grim iron throne and an iron statue of an intimidating knight stand in the middle of this room
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Vampiric Touch. M10: Kitchen Two iron stoves sit at opposite ends of this narrow, cluttered kitchen. Next to the western stove, a staircase descends.
Two monks are hard at work preparing a meal.
The
monastery from this office. Desk. Characters who search the desk’s drawers find the following items: Two Candles
One bottle of Ink
One Ink Pen
Ten sheets of Parchment
Wall Carving. The carving
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
of the carved faces is magical. They are immune to all damage and speak a few programmed messages. When a creature approaches one of the tunnels leaving the chamber, the face beside it animates and
by surprise. With 5 minutes of work, the characters can clear enough of the rocks to expose the tunnel beyond. There, a flight of nine hundred crudely shaped stone steps descends to the greater
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
drooping wattles—all are strange and doleful.
The carved faces are magical. They are immune to all damage and speak a few programmed messages. When a creature approaches one of the tunnels, the face
to expose the tunnel beyond. There, a flight of nine hundred crudely shaped stone steps descends to area G1 of the greater caverns (detailed later in this adventure). Hollow Boulder. If the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the crown. If the saving throw succeeds, the creature is immune to this effect of the crown for the next 24 hours. From the moment it is donned, the crown begins to siphon memories from its wearer
entrances lying open and the furnishings inside smashed. Treasure. Characters who sift through the debris on the floor of the chamber find a miniature Netherese skycoach in a bottle (750 gp) and a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. The double door leading to the ballroom (area P22) is sealed with a lion crown lock (see “Crown Locks” earlier in the chapter). P14e. The spiral staircase descends 30 feet to area P14a. A double door
leads to a stone balcony that overlooks the palace garden (area P2). P14f. The spiral staircase descends 30 feet to area P14b. A double door leads to a stone balcony that overlooks the palace garden
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Colossus Locations W1. Volcanic Shaft This shaft descends from area E14 in the Temple of Eternal Flame, past area F15 in the Fane of the Eye. A magical disk allows easy movement among the levels. The
jets of flame that emerge from the walls at regular intervals light the place.
The furnishings here are made of materials immune to fire. The food on the table is edible and delicious. Treasure The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
dimly lit staircase descends for hundreds of feet, ending before a circular stone door that swings open into area X2. X2. Watched Hall This magically lit hall has the following features: The walls are
attack but explode if they take any damage. The beholder zombie is immune to their Death Burst trait. X4. Tunnel to Skullport This magically lit tunnel extends 300 feet eastward off the map. It ends at






