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Returning 35 results for 'east reduced'.
Other Suggestions:
each reduced
exist reduced
earth reduced
eat reduced
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Monsters
Lost Laboratory of Kwalish
Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
East Wind is armed with a longsword that is a polymorph blade.Multiattack. The
":"damage","rollAction":"Polymorph Blade","rollDamageType":"piercing"} piercing damage. If East Wind rolls a 20 on the attack roll, the target must succeed on a DC 15 Wisdom saving throw or suffer the
Monsters
Candlekeep Mysteries
the missile. The damage he takes from the attack is reduced by 1d10 + 12;{"diceNotation":"1d10+12","rollType":"roll","rollAction":"Deflect Missile"}. If the damage is reduced to 0, Bak Mei catches the
distant homeland to the east of Faerûn. As he grew older, learned more about the world, and began to feel the weight of old age, his worldview changed dramatically. Motivated by his growing fear of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
10. Chuth’s Lair No one but the dragon and Neronvain are allowed in this area. Along the east wall is Chuth’s portion of the hoard collected from the elves of the Misty Forest, though this pales in
of his total hoard, Chuth has no interest in dying to protect it. He flees when he is reduced to half his hit points or fewer. Neronvain fights until similarly reduced, then makes his way to Chuth
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
10. Chuth’s Lair No one but the dragon and Neronvain are allowed in this area. Along the east wall is Chuth’s portion of the hoard collected from the elves of the Misty Forest, though this pales in
of his total hoard, Chuth has no interest in dying to protect it. He flees when he is reduced to half his hit points or fewer. Neronvain fights until similarly reduced, then makes his way to Chuth
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
be found on the shelves. The den’s other furnishings include rotted divans, broken chairs, overturned ottomans, and smashed oil lamps. A secret door at the north end of the east wall can be pushed
AC 15, 1 hit point, and immunity to fire, poison, and psychic damage. If it is reduced to 0 hit points, it explodes and fills the room with fire, setting fire to the dry furnishings. Each creature in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
see the following: Bats. Two ordinary bats flap around the room. Each bat transforms into a nycaloth if it is reduced to 0 hit points or if the door to the room is opened.
Scroll. On the north wall
, east of the door, hangs a framed scroll pressed flat behind a sheet of glass. Bolted to the wooden frame is a tiny metal plaque that reads, “Break glass in case of emergency.”
Maddgoth’s idea of an
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the dire wolf sleeps in the middle of the room. The gladiator and the berserkers fight to the death. The dire wolf flees the temple (heading east, through areas X4 and X2) if reduced to fewer than
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
reduced to half its hit points or less, its rider disengages and retreats. If any two riders are killed or retreat, the third flees. Treasure None of the riders carry treasure, but one of them has a
” a few miles east of Red Larch. It also depicts a strange arrow-like symbol by the site (the air cult symbol).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
parapets are the shining wet cobblestones of the courtyard. The walkway runs around the front of the upper portion of the keep. Battlemented walkways extend from the keep north, south, and east to
outer walls of Ravenloft day and night. Under a darkened sky, characters without darkvision are more likely to hear the clatter of the armor approaching before they can see it. The armor can’t be salvaged if it is reduced to 0 hit points.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
seize the town square. Ularan Mortus responds by deploying his dragon, Ebondeath, which swoops in from the east and decimates Stormsworn’s forces gathered in the square. The cultists of Talos are
back to its hiding place in the mere. Ularan Mortus withdraws in victory to his headquarters. Stormsworn’s troops intercept his entourage outside town, but her reduced forces are beaten back. The remaining members of both sides retreat to their respective headquarters.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
an aura of transmutation magic around each one: East Statue. This statue depicts a young Shou woman whose face is half ruined by acid. She clutches an orb in one hand.
South Statue. This statue
looks out from behind a smooth, featureless mask.
The statues are indestructible in their inanimate state. When a creature moves between the west and east statues, all three become flesh and attack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sarcophagus and tries to repel humanoids with its antipathy effect.
Mural. A 20-foot-square bas-relief mural dominates the east wall and covers a secret door.
Amethyst Sarcophagus The sarcophagus
is a Large object weighing 1,100 pounds. It has AC 17, 80 hit points, and immunity to poison and psychic damage. It contains a bed of grave dirt upon which Keresta sleeps. If reduced to 0 hit points
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
corner, while archways leading into dark interior spaces pierce the center of walls to the east, north, and west. Carved into the rock above the northern arch is a row of windows.
If the characters
dwarf officiating the ceremony: East of the statue are several robed dwarves engaged in a ceremony. As they turn toward you, smiles light up their faces.
“Ah! More guests!” says the female dwarven
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
contains a mimic, disguised as the clay urn on the east wall. The mimic preys on creatures distracted by the shadows or waits to attack someone who inspects the eastern doors. If the mimic is reduced to half
pairs of wooden statues of turtle-like humanoids stand on opposite sides of the room. Between the southern pair extends a dark hallway. A dais against the east wall supports a granite throne carved to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
U2. Ulrich Mansion Toward the south end of the village lie the remains of a mansion built on higher ground. It has been reduced to piles of stone and rotting timber. Empty, arched windows stare at
you. South of the ruin, an untamed garden runs rampant, surrounded by broken walls that are no longer able to contain it. East of the ruin, someone has erected a crude wooden fence, forming a circular
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
toward the river and then turns out of sight to the east. The muddy bank of the pool looks disturbed by tracks of some kind.
A character who makes a successful DC 10 Wisdom (Survival) check
. Adjust the information as needed if they arrive here by a different route. A fast-moving underground river roars from east to west under a stone bridge. The bottom of the chain ladder is near the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
35. I’jin’s Tomb Characters can reach this area via area 18, by lowering the stone block in the east wall (area 35A), or by slipping between the teeth of the jackal visage at area 29. 35A. Stone
damage and spells. If the characters approach the block from the east, read: The corridor ends at a block of stone on which is painted a seven-foot-tall jackal-headed humanoid with a circular gold
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
above the floor, and doesn’t stop until it reaches the east end of the hall. On its next turn, it reverses direction and flies back to its compartment. The trap resets after 1 minute. A character who
attacks the mannequin from the floor needs a range of at least 10 feet. The mannequin has AC 15 and 10 hit points, and it is immune to poison and psychic damage. If the mannequin is reduced to 0 hit points while in the air, it falls to the floor.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the arch: two flanking the arch on the north wall, two side by side on the west wall, and two side by side on the east wall. Each fresco displays a magically animated image of Halaster performing one
reduced to 0 hit points. Destroying the statue triggers a magic mouth spell; the mouth appears amid the shattered remains and says, “Is this the end of Halaster Blackcloak? Ha! I think not.”
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
suspended in the air.
In the west side of the room is a black gate, and on the wall near it is a contact stone.
Creatures. One reduced-threat aboleth (see “Reduced-Threat Monsters” above) dwells
deep in the pool. Within this room, the aboleth can use the water globes (see “Water Globes” below) to move around. The aboleth’s ordeal in the Doomvault has weakened it, making it a reduced threat. In
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Beast Dens Bones are piled against the western walls of this cavern, forming low mounds.
Creatures. Two adult displacer beasts dwell here with three reduced-threat displacer beasts (see “Reduced
are difficult terrain. White Gates. The northern exit from this area has a white gate that connects with the Culling Pens. The opening to the east has a white gate that leads to the Forest of Death
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
west balcony fifteen feet higher than the east one. Two thick chains rattle in the gulf between the balconies — one ascending two hundred feet before disappearing into a cloudy vortex lit by arcs of
, 50 hit points, immunity to poison damage, resistance to piercing and slashing damage, and vulnerability to bludgeoning and thunder damage. If it is reduced to 0 hit points, the crystal decahedron
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
passage heads in the same direction. A set of narrow stairs cut into the rock wind up to the north, and two old wooden doors stand in a wall of dressed stone to the east.
The stream flowing from area
the river, leading to a larger ledge on the south side that follows the course of the river to the east.
The underground river flows swiftly from east to west. The bridge is sturdy and sound
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The door (AC 15, 30 hit points) can also be smashed. If the door is reduced to 0 hit points, necrotic energy fills the 30-foot cube directly in front of it. A creature in the area takes 22 (4d10
) necrotic damage, turning to dust and bones if reduced to 0 hit points. Adjust the following text if the creatures in this room have already been encountered and destroyed. This room has walls of glazed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
quarterstaff that deals 1d4 force damage instead of the normal damage of that weapon. The prod suffers no damage from contact with oozes. In addition, an ooze hit by a prod has its speed reduced to 0 until
4 (1d8) acid damage. The wights aren’t affected, thanks to their boots. Raised Altar. This raised altar is 10 feet above the floor. It has sides of smooth stone. White Gate. The corridor to the east
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
save, the creature takes 44 (8d10) bludgeoning damage. A creature reduced to 0 hit points by this damage is crushed to a pulp. After they slam shut, the blocks take 1 minute to retract into the walls
, whereupon the trap resets. Sculpted Visage. A wide alcove in the east wall is not visible from the northern entrance. When characters see the alcove for the first time, read: At the back of a recess
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Strength check. The doors (AC 15, 60 hit points) can also be smashed. If the doors are reduced to 0 hit points, a greater invisibility spell is cast on the amber golem in this room. The spell lasts for
1 minute. Piles of treasure are heaped against the west and east walls of this stone room. If the golem is visible, add: A ten-foot-tall statue carved from amber in the likeness of a hawk-headed
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
have made camp in the plaza near the ruined fountain. A campfire is burning down here, and three bedrolls show where the rearguard cultists are camped. Seven shallow graves have been dug east of the
night. A troll fights until reduced to one-third or fewer of its hit points before retreating to the safety of the well. The entrance to the tunnels is too narrow for even a Small character to squeeze
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Q7. Boss Fight Threadbare curtains hang on the east wall of a long hall, in the middle of which a muscular half-orc in dingy robes stands with his foot on the chest of a male human with wavy red
evil. He has these racial traits: When reduced to 0 hit points, he drops to 1 hit point instead (but can’t do this again until he finishes a long rest). He has darkvision out to a range of 60 feet. He
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
present) to take the brunt of the damage. Ruxithid fights to the death, but when he is reduced to 0 hit points, the shield guardian becomes inanimate and the other goblins, if present, surrender. A
. Victims Elsewhere. More victims were here at one point. However, those victims were taken somewhere else by the goblins for a “special purpose.” War Room. Ruxithid used the east wing of the sanctum as his
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the east leads to a door.
This area contains two hidden foes. Ronnom Daamos. Aware of the trouble he’s caused, Ronnom (Medium, Neutral Evil Assassin) is hiding in the Dim Light of the hallway to the
east. Until the human man moves or speaks, noticing him requires taking a Search action and making a successful DC 20 Wisdom (Perception) check. If Eko and Mok lead the characters here (see area M25
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
reaches a large junction with a turntable where mine cart tracks lead into side tunnels: two leading north, two leading east, and two leading south. Rockfalls have sealed off both tunnels leading east and
saving throw or fall prone. Creatures with more than two legs have advantage on this saving throw. Summoned Fury. When an aurumvorax is reduced to 0 hit points, it vanishes. If they did not already deduce
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
W8. Courtyard Describe this area to the players as follows: Stone steps lead down to a flagstoned courtyard that has a pillared arcade to the east. Seven windows on the upper level overlook the
, or defenses. Like an ordinary tree, it’s immobile. Unless it’s completely uprooted, however, it regrows from its roots even if it’s reduced to 0 hit points, regaining 1 hit point every 24 hours. On
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, read or paraphrase the following: From the top of the stairs, a shattered corridor runs to the south. The ancient walls to the west and east are made of crumbling stone, and flickering violet light
shines through gaps in the east wall.
At the south end of the hall, another stairway rises into one of the ruin’s corner towers. An unfamiliar soldier in Kalaman’s armor stands there. With a look of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
made camp in the plaza near the ruined fountain. A campfire is burning next to the fountain, and three bedrolls show where the rearguard cultists are camped. Seven shallow graves have been dug east of
the night. A troll fights until reduced to one-third or fewer of its hit points before retreating to the safety of the well. The entrance to the tunnels is too narrow for even a Small character to