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Returning 25 results for 'detach immune are bottle'.
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Monsters
Monster Manual
against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage.
The cloaker can detach itself by spending 5 feet of movement. The
target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check.
Tail. Melee Attack Roll: +6;{"diceNotation
Cloaker
Legacy
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Monsters
Basic Rules (2014)
is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A
creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.
Tail. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
Compendium
- Sources->Dungeons & Dragons->Monster Manual
targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage.
The cloaker can detach itself by spending 5 feet of movement. The target or a
creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check.
Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Even though they are conjoined, the brain in a jar and the helmed horror roll initiative separately and attack as separate creatures. The brain can detach from the helmed horror as a bonus action
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
reaction to detach it from its main body. Whenever one of its legs is disabled, Shockerstomper’s walking speed is reduced by 10 feet. The whole contraption topples over and shuts down if four of its seven
on a successful one. Immutable Form. Shockerstomper is immune to any spell or effect that would alter its form. Shockerstomper’s Actions Multiattack. Shockerstomper makes three Lightning Turret
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.
Tail
must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker’s next turn. If a creature’s saving throw is successful, the creature is immune to the cloaker’s moan for
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->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->Lost Laboratory of Kwalish
immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem’s weapon
doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4 + 3) hit points due to blood loss.
The stirge can detach itself by spending 5 feet of its movement. It does
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the devil. Response—Wisdom Saving Throw: DC 15, the triggering creature. Failure: The target has the Frightened condition until the end of its turn. Success: The target is immune to this devil’s
.
The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
these changes: The swarm is made up of Tiny constructs. It doesn’t require air, food, drink, or sleep. The swarm has vulnerability to lightning damage, is immune to exhaustion, and can’t be charmed
Intelligence check to figure out the controls. From the control panel, the pilot can detach the submarine from the Eyecatcher, as well as control its speed, direction, and depth. The pilot can
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
each) and sixteen bottles of wine. Fifteen of the bottles contain fine wine (10 gp each). The last bottle is laced with midnight tears, a tasteless poison (see “Poisons” in chapter 8 of the Dungeon
Master’s Guide). This tainted bottle is set aside for guests whom the duke intends to eliminate. V10. Gallery Black curtains are drawn over the windows to the south, keeping this hall dark and cool. Unless
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.
Equipment
:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as
within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
Equipment
:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as
within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
Equipment
:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as slashing
within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a Flying
Equipment
size:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as
creature within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
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
Equipment
:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as
within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
Equipment
regardless of size:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as
random creature within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration
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->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->Acquisitions Incorporated
mobile, will it fly or sail? Will it gain the power to teleport across the land? Will it sprout legs and walk? Everything depends on the type of headquarters. The top of a wizard’s tower might detach and
of the DM’s choosing to pilot a glider successfully. A glider weighs 100 pounds, has AC 14, 50 hit points, and is immune to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
.) The cat, Gloam, is hostile toward all creatures except Bavlorna. It uses the cat stat block, except it is an Undead, has immunity to poison damage, and is immune to exhaustion and the poisoned
flutter about anxiously if the drapes covering their cages are removed. Each bird uses the hawk stat block, except it is an Undead, has immunity to poison damage, and is immune to exhaustion and the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
that approaches within 10 feet of the edge must succeed on a DC 13 Wisdom saving throw or be compelled to leap into the pit (a creature ignores this effect if immune to being charmed). Such a creature
are six spell scrolls (three of detect magic, two of comprehend languages, and one of greater restoration). Also inside is a bottle of ink and an ink pen with fifteen sheets of parchment. Glyph Key






