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Returning 35 results for 'flask half'.
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flame half
false half
flesh half
flail half
feast half
Equipment
This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy cell in the
or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Equipment
This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy cell in the
or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Weapon Invention"}); the kobold can use each one no more than once per day:
Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: S+4
damage.
Alchemist’s Fire. The kobold throws a flask of alchemist’s fire. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Alchemist's Fire"} to hit
Monsters
Van Richten’s Guide to Ravenloft
Legendary Resistance (2/Day). If the necrichor fails a saving throw, it can choose to succeed instead.
Rejuvenation. Unless its lifeless remains are splashed with Holy Water (flask);holy water or
must succeed on a DC 14 Constitution saving throw or the necrichor enters the target’s space and attaches itself to the target for 1 minute. While attached, the necrichor takes only half damage
Kobold Inventor
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
","rollType":"roll","rollAction":"Weapon Invention"} or choose one); the kobold can use each one no more than once per day:
Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4
kobold throws a flask of alchemist’s fire. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit"} to hit, range 5/20 ft., one target. Hit: 2 (1d4);{"diceNotation":"1d4","rollType
Monsters
Quests from the Infinite Staircase
Dimensionally Bound. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When
successful save, a creature takes half as much damage only and moves to the nearest unoccupied space outside the vortex.
On subsequent turns, Nafas can use this action to move the vortex up to 60 feet
Monsters
Planescape: Adventures in the Multiverse
liquefied demodand becomes enough liquid to fill a flask. A demodand’s liquefaction lasts until a shator uses an action to end it or a creature opens a container holding the liquid. While
the effect on itself on a success. On a successful save, a creature takes half as much damage only.
Spellcasting. The shator casts one of the following spells, requiring no material components and
Monsters
Van Richten’s Guide to Ravenloft
destroyed, it regains all its hit points in 1 hour unless Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The priest is a
receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To prevent this revival, the
Backgrounds
Guildmasters’ Guide to Ravnica
commoner’s clothes, a book of research notes, an ink pen, a bottle of squid ink, a flask of oil (made from blubber), a vial of acid (derived from digestive juices), a vial of fish scales, a vial
discovered something that I think could eliminate half the life on Ravnica.
3
The other researchers in my clade are my family — a big, eccentric family including members and parts of many species
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Needler Pistol This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy
. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one. Replacing the Energy Cell. While the pistol
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Other Adventuring Gear Item Cost Weight Abacus 2 gp 2 lb. Acid (vial) 25 gp 1 lb. Alchemist's fire (flask) 50 gp 1 lb. Antitoxin (vial) 50 gp - Backpack 2 gp 5 lb. Ball bearings (bag of 1,000) 1
, common 5 sp 3 lb. Clothes, costume 5 gp 4 lb. Clothes, fine 15 gp 6 lb. Clothes, traveler's 2 gp 4 lb. Component pouch 25 gp 2 lb. Crowbar 2 gp 5 lb. Fishing tackle 1 gp 4 lb. Flask or tankard 2 cp 1 lb
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
looped around it, and the wire is connected to a flask of alchemist’s fire hanging from the wagon’s ceiling. When the door is opened, the flask falls and explodes, igniting one hundred more flasks of
(10d10) fire damage on a failed save, or half as much damage on a successful one. Creatures inside the wagon or within 5 feet of it have disadvantage on the saving throw. The wagon is reduced to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Amulet
5 gp
1 lb.
Emblem
5 gp
-
Reliquary
5 gp
2 lb.
Other Adventuring Gear Item
Cost
Weight
Abacus
2 gp
2 lb.
Acid (vial)
25 gp
1 lb.
Alchemist’s fire (flask
.
Fishing tackle
1 gp
4 lb.
Flask or tankard
2 cp
1 lb.
Grappling hook
2 gp
4 lb.
Hammer
1 gp
3 lb.
Hammer, sledge
2 gp
10 lb.
Healer’s kit
5 gp
3 lb.
Holy water (flask
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
goods. One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer’s work for half a day, a flask of lamp oil, or a night’s rest in a poor inn. One
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
goods. One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for half a day, a flask of lamp oil, or a night's rest in a poor inn. One
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
or choose one); the kobold can use each one no more than once per day:
Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage
. Alchemist’s Fire. The kobold throws a flask of alchemist’s fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target’s turns. A
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
following options (choose one or roll a d8); the kobold can use each one no more than once per day:
Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one
target. Hit: 7 (2d6) acid damage. Alchemist’s Fire. The kobold throws a flask of alchemist’s fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. Muiral carries the key that unlocks this chest. The lock can be picked with thieves’ tools and a successful
gemstones (create undead); a sliver of wychwood (dancing lights); a pouch of lime, a flask of water, and a pouch of earth (flesh to stone); a patch of wolf fur and a glass rod (lightning bolt); a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
must make a DC 15 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Treasure. The items gathered here include dozens of porcelain
on the Trinkets table in chapter 5 of the Player’s Handbook), and coffers stuffed with a total of 30 pp, 150 gp, 300 ep, 1,500 sp, and 5,000 cp. Perched atop a high table is a potion of fire breath in a small crystal flask that breaks if the tables fall.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time a character who can cast spells touches the symbol of Mystryl carved into the front of the altar, a stoppered flask filled with a luminous blue liquid appears in a shimmer of light “atop
” the altar and immediately falls, shattering on the ceiling-turned-floor unless someone within reach catches it. Catching the falling flask requires a successful DC 10 Dexterity saving throw. If more
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Pack 58½ lb. 40 GP Explorer’s Pack 55 lb. 10 GP Flask 1 lb. 2 CP Grappling Hook 4 lb. 2 GP Healer’s Kit 3 lb. 5 GP Holy Symbol Varies Varies Holy Water 1 lb. 25 GP Hunting Trap 25 lb. 5 GP Ink — 10 GP
action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Focus Varies Varies Dungeoneer’s Pack 55 lb. 12 GP Entertainer’s Pack 58½ lb. 40 GP Explorer’s Pack 55 lb. 10 GP Flask 1 lb. 2 CP Grappling Hook 4 lb. 2 GP Healer’s Kit 3 lb. 5 GP Holy Symbol Varies
Acid damage. Alchemist’s Fire (50 GP) When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20
compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
containing an immortal firefly
62 A fake mustache made from gnome facial hair
63 A petrified troll finger
64 Half of a map
65 The other half of a map
66 An unreasonable
95 A tankard stolen from the Dran & Courtier
96 A small, severed tentacle preserved in alcohol
97 A walnut with a face drawn on it
98 A small flask of liquid from the Lake of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
a half dozen others. At a moment’s notice, the vehicle can separate into three smaller infernal war machines, each piloted by one of the salamanders. Treat these smaller vehicles as Tormentors
ichor in a host of magical experiments, none of which seem to have the intended results. Demon Ichor Prices. Elliach sells demon ichor for 100 gp a flask and buys demon ichor for 25 gp a flask. Z’neth’s
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Treasure. If the characters search the hag’s tattered robes, they find a belt pouch containing a diamond worth 5,000 gp and small flask of water from the River Styx. The flask magically preserves the water
as they claw at each other. Floating near them is the half-eaten corpse of a bearded devil clutching a glaive. The pool is 20 feet wide and 40 feet long, with a horseshoe-shaped ledge around it.
Two
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
trapped inside an iron flask or a similar device. If the furnace is destroyed or the elemental released from within it, the air inside the balloon cools, causing the airship to descend at a rate of
inside, each set in a frame wide enough for a Medium creature to squeeze through. Each footlocker has a partition that divides its interior space in half, with room on each side for one person’s clothing
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
turns all willing farastus and kelubars of its choice within 60 feet of itself into a living liquid form. Each liquefied demodand becomes enough liquid to fill a flask. A demodand’s liquefaction lasts
minute. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage only.
Spellcasting
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
wilderness guides — a pair tabaxi siblings named River Mist and Flask of Wine (see “Finding a Guide”) — and pay the guides’ fees. Escort a Priest to Camp Vengeance. Undril Silvertusk (LG female half-orc priest
her belongings and urges the characters to come along. If they do, the characters can meet Grandfather Zitembe (see area 7). Find Artus Cimber. A half-elf named Xandala (see appendix D) approaches
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
it a crime for a lesser being to interrupt one of their tales, and offending a marid is a sure way to invoke its wrath. “The marid poured out of the flask like water and said, ‘Your wish is my
pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
saving throw, taking 45 (10d8) fire damage on a failed saving throw, or half as much damage on a successful one. The trap can’t be disabled from outside the chest and is triggered only once. Inside the
the western wall. An alcove to the south holds two large, empty crates and a third crate filled with half-burned dolls and broken toys that Cinderhild and Zaltember once cherished. Treasure
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When Nafas drops to 0 hit points
, a creature takes 36 (8d8) force damage and has the restrained condition. On a successful save, a creature takes half as much damage only and moves to the nearest unoccupied space outside the vortex
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. (This is included above.) Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover. Casting in
energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day:
1. Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20
ft., one target. Hit: 7 (2d6) acid damage.
2. Alchemist’s Fire. The kobold throws a flask of alchemist’s fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
five-gallon flasks of acid (range 30/120 ft.), hurling one as an action and dealing 22 (4d10) acid damage on a hit. Each flask weighs 50 pounds, and there are twelve such flasks on wooden shelves about
the acid to rain down on intruders in the hallway below. Any creature caught in the acid shower must make a DC 15 Dexterity saving throw, taking 44 (8d10) acid damage on a failed save, or half as much
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to a one-eyed half-orc named Dral Thelev (LG male half-orc commoner). Both the Harpers and the Zhentarim keep a close eye on this place. Map 3.3: Everlund View Player Version Development If the
characters received a letter of recommendation from Tamalin Zoar (see the “Calling Horns” section) and they show it to Dral Thelev, the half-orc tells them that the Zoar family has power in the city and






