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                        Returning 35 results for 'greatly condition locations'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     the Prone condition, and its Concentration is broken.
You can also cause the effects below.
Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You
                                                
                                            
                                                
                                                     choose the fissures’ locations, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     before the hit, the target must succeed on a DC 12 Strength saving throw or have the prone condition. If the target has the prone condition, the lynx can make another Claws attack against it as a bonus
                                                
                                            
                                                
                                                     likely hunting locations. They’re also smart enough to outwit many of the hunters who seek to trap them for their fur, and they’re fond of disabling any trappers’ snares they find in
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.Cinder hulks are distant descendants of fire giants who isolated themselves from the
                                                
                                            
                                                
                                                     locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great Conflagration, the border region between those two planes. They retain none of the skills and motivation
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     saving throw or have disadvantage on saving throws against the frightened condition. This curse lasts until removed by the Remove Curse spell or other magic.
Claw. Melee Weapon Attack: +10;{"diceNotation
                                                
                                            
                                                
                                                     succeed on a DC 17 Intelligence saving throw or have the frightened condition for 1 minute.
While the target is frightened, the phantom deals 21 (6d6);{"diceNotation":"6d6", "rollType":"damage
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    Shadowy Form. While the darkweaver is in dim light or darkness, attack rolls against it are made with disadvantage unless the darkweaver has the incapacitated condition.
Spider Climb. The darkweaver
                                                
                                            
                                                
                                                     (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Shadow Web", "rollDamageType":"necrotic"} necrotic damage, and the target has the grappled condition (escape DC 15). The shadow web
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn
                                                
                                            
                                                
                                                     important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat.
Astral Elves
Long ago, some elves ventured
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Nightmare Breath", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the end of the dragon
                                                
                                            
                                                
                                                     ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     15-foot Cone. Failure: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Nightmare Breath", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition
                                                
                                            
                                                
                                                    , forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    ", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the end of the dragon’s next turn. Success: Half damage only.Legendary Action Uses: 3 (4 in Lair
                                                
                                            
                                                
                                                    );{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Spore Salvo", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition. It repeats the save at the end of each of its turns
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     Breath", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the end of the dragon’s next turn. Success: Half damage only.Legendary Action Uses: 3 (4 in
                                                
                                            
                                                
                                                    );{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Spore Salvo", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition. It repeats the save at the end of each of its
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                    A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until
                                                
                                            
                                                
                                                     a successful save, the wonder drops to 1 Hit Point instead.
Wind-Up Operation. The wonder has the Unconscious condition until another creature winds it with the wonder’s unique key for 1
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     network of passages beneath the streets, connecting them to a nearby waterway and greatly improving the town’s sanitation. If the kobolds like the area and aren’t mistreated by the humans
                                                
                                            
                                                
                                                     other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     the Tome of Strahd (described in appendix C). Read the boxed text for the appropriate card, as given in the “Treasure Locations” section that follows. 2. The Holy Symbol of Ravenkind Flip over card 2
                                                
                                            
                                                
                                                     the boxed text for the appropriate card, as given in the “Treasure Locations” section that follows. 3. The Sunsword Flip over card 3, and read: This is a card of power and strength. It tells of a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Encounter Locations Chalet Brantifax stands atop a high hill overlooking fog-shrouded scrubland. It has brick walls, sturdy wooden doors with rusty iron hinges and fittings, oak floors between levels
                                                
                                            
                                                
                                                     within. Most of the windows are encrusted with dirt and have drapes or wooden shutters in poor condition. The elements have gained a foothold inside the chalet, causing plaster to peel, wood to rot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     effects in a 1-mile radius around the Three Moons Vault. These effects are suppressed in the vault’s locations. Forced Transformation A werewolf that enters the red moonlight changes into its wolf or
                                                
                                            
                                                
                                                     hybrid form, and it has the poisoned condition as long as it is within 1 mile of Three Moons Vault. As long as it remains in this area, the creature can’t willingly change shape unless it is reduced to 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     protect high-value locations. “If you’re close enough to see the expression carved onto a granite juggernaut’s face, you’re as good as dead.”
 —Teythorn, 
Oerthian adventurer
 Granite Juggernaut
                                                
                                            
                                                
                                                    )
 CHA
 3 (−4)
 
 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
 Condition Immunities charmed, exhaustion, frightened
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Upper-Level Locations The following locations are keyed to map 6.4. Dyson Logos  Map 6.4: Three Moons Vault - Upper Level View Player Version U1: White Lunarium White moonlight glows around this
                                                
                                            
                                                
                                                     that area must succeed on a DC 17 Constitution saving throw or have the blinded condition for 24 hours. U2: Red Lunarium A shadowy, skeletal wolf walking upright like a human stalks the area here
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition
                                                
                                            
                                                
                                                    ’ locations, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another edge. A creature in the same space as a fissure
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition
                                                
                                            
                                                
                                                    ’ locations, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another edge. A creature in the same space as a fissure
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     this grotto as a lair but feared Batiri goblins had sniffed out its location and were getting ready to raid it. Needle was in the process of moving her treasure to other locations when the goblins
                                                
                                            
                                                
                                                    ; it varies from 3 to 4 feet deep everywhere. A search of the muddy bottom turns up hundreds of goblin bones and stone spear heads, greatly annoys the multitude of frogs, and draws attacks from two
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Assault Encounters Level 1 of the fortress teems with defenders. While most sahuagin are clustered as described in “The Defense,” a few locations prove central to the fortress’s security. 1. North
                                                
                                            
                                                
                                                     the net trap has been disabled. The gate functions the same, though, which is of especial note as the party’s allies would be greatly aided if it were open when they attack. 5. Unfinished Barracks The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                    Astral Elf Honor Guard The safety of important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat
                                                
                                            
                                                
                                                     Celestial, Common, Elvish
 Challenge 5 (1,800 XP) Proficiency Bonus +3
 Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Giants of the Star Forge
                                                    
                                                
                                            
                                                     1 (see the “Star Forge Locations” section). A creature that travels by foot along any other part of the slope must succeed on a DC 12 Dexterity (Acrobatics) check to maintain its balance on the
                                                
                                            
                                                
                                                     hazardous scree. On a failed check, the creature tumbles down the steep slope; the creature takes 21 (6d6) bludgeoning damage and has the prone condition when it reaches the crater floor.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Canoloth A type of yugoloth, canoloths are fiendish trackers and guardians employed by evil powers. They prefer to enter into contracts to guard valuable treasures and important locations. They
                                                
                                            
                                                
                                                     always do exactly as asked—never any more, never any less. With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Canoloth Canoloths prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked — never any more, never any less. With senses sharp enough to
                                                
                                            
                                                
                                                     pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical distortion field that prevents creatures close to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     around their barely cohesive physical forms. Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great
                                                
                                            
                                                
                                                     fire, poison
 Condition Immunities exhaustion, poisoned
 Senses passive Perception 15
 Languages Giant, Ignan
 Challenge 7 (2,900 XP) Proficiency Bonus +3
 Death Burst. When the cinder hulk dies
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Giants of the Star Forge
                                                    
                                                
                                            
                                                     around their barely cohesive physical forms. Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great
                                                
                                            
                                                
                                                     fire, poison
 Condition Immunities exhaustion, poisoned
 Senses passive Perception 15
 Languages Giant, Ignan
 Challenge 7 (2,900 XP) Proficiency Bonus +3
 Death Burst. When the cinder hulk dies
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     likely hunting locations. They’re also smart enough to outwit many of the hunters who seek to trap them for their fur, and they’re fond of disabling any trappers’ snares they find in their territories
                                                
                                            
                                                
                                                     have the prone condition. If the target has the prone condition, the lynx can make another Claws attack against it as a bonus action.
  Brynn Metheney
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     undersides, ropers can climb walls and suspend themselves from ceilings. These hunters often position themselves in unexpected or treacherous locations, using their surroundings to weaken their prey. Roll
                                                
                                            
                                                
                                                     Bite attacks.
 Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) Piercing damage.
 Tentacle. Melee Attack Roll: +7, reach 60 ft. Hit: The target has the Grappled condition (escape DC 14
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     locations where lycanthropy and necromancy are prevalent. Brian Valeza  To create a deathwolf, a necromancer reanimates the body of a powerful werewolf by conducting a profane ritual fueled by lunar magic
                                                
                                            
                                                
                                                     attacks that aren’t silvered
 Condition Immunities charmed, exhaustion, frightened, poisoned
 Senses darkvision 60 ft., passive Perception 23
 Languages Common
 Challenge 15 (13,000 XP
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Feeder Trenches Locations Grells throughout the Far Realm come to the Feeder Trenches for the strange and delicious (to them) fluid prepared by a grell named Feedkeeper Naruv. Naruv’s newest offering
                                                
                                            
                                                
                                                     in Illithinoch. The following locations are keyed to map 7.3. Mike Schley  Map 7.3: Feeder Trenches View Player Version F1: Sludge Grooves Two grooves run down the center of this cavern before
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    , appearing as a clear window or a fog-shrouded passage, and interplanar travel is as simple as moving through the portal. Other portals are locations—circles of standing stones, soaring towers, sailing ships
                                                
                                            
                                                
                                                     where they want to go. Most portals exist in distant locations, and a portal’s location often has thematic similarities to the plane it leads to. For example, a portal to Mount Celestia might be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    . Constitution Saving Throw: DC 13, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned condition until the start of its next turn
                                                
                                            
                                                
                                                     Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Slashing damage. If the target isn’t an Undead, it has the Paralyzed condition until the end of its next turn.
 Horrific Necrosis. Melee or Ranged
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     locations indicated on the map, ready to attack anyone who climbs the nearest steps. The wights chant a word in Netherese (“Meat!”) in a rasping chorus as they advance. If fighting breaks out at
                                                
                                            
                                                
                                                     (–5)
Saving Throws Str +14, Con +7
 Skills Perception +4
 Damage Vulnerabilities bludgeoning
 Damage Resistances cold
 Damage Immunities lightning, poison, thunder
 Condition Immunities
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     their territories, whether such places are Abyssal wildernesses or locations where these demons have been conjured by wicked magic-users. Barlguras litter their territories with fiendish icons and
                                                
                                            
                                                
                                                     smaller creature, it has the Prone condition.
 Spellcasting. The barlgura casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save
                                                
                                            
                                        





