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                        Returning 8 results for 'divide immune are being'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     (see below) are immune to this effect. Psychic Well. A creature can try to harness the psychic power of the well by gazing into it for 1 minute while remaining within 10 feet of the well. At the end of
                                                
                                            
                                                
                                                     constricts and the journey is faster; divide the distance by 3. Roll once for creatures traveling as a group. This effect ends once creatures enter the keep or get farther than 6 miles from it.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     Gargantuan object’s hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into
                                                
                                            
                                                
                                                     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)
                                                    
                                                
                                            
                                                     you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each
                                                
                                            
                                                
                                                     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->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     darkness transformed them, and their bitterness made them twisted and cruel. Now, they loiter near Shadowfell crossings to waylay travelers who venture too close to their lairs. Divide and Conquer
                                                
                                            
                                                
                                                     becomes immune to the nagpa’s Corruption for the next 24 hours.
 Paralysis (Recharge 6). As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     line the walls of these well-appointed living quarters. Standing screens divide the space into smaller sections containing couches, tables, and desks.
   Tarul Var, Lich   Creatures. Here resides the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     trip, the creature inside the globe can swim out of it as an action. The globe carries only the one creature and bursts upon reaching its destination. A globe is immune to damage, though dust of dryness
                                                
                                            
                                                
                                                     dead-ends in a long cavern where only the distant sound of the falls echoes off the walls. Nets divide the cavern, spanning the distance between pairs of stalagmites jutting above the water.
 Seven
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    . On a successful save, the creature is immune to this stench for 1 hour. Trash. The waste in the area is difficult terrain. Stalagmites. These 10-foot-diameter spires of rock rise 20 feet above the
                                                
                                            
                                                
                                                     Lair Twisting ledges divide this chamber into multiple sections, creating a series of increasingly deep tiers. Stalagmites dot the floor.
 Advance Notice. Those entering this area can hear the babble
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Gunslingers. The drow take cover behind the walls that divide this area as they shoot. They fight to the death to keep intruders from reaching area J27. J24. Cleaning Supplies These closets hold mops
                                                
                                            
                                                
                                                     throw or gain one level of exhaustion. Creatures immune to fire damage automatically succeed on this save.
                                                
                                            
                                        






