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Returning 35 results for 'harmed half'.
Other Suggestions:
harm half
hammer half
halved half
harder half
hatred half
Monsters
Tales from the Yawning Portal
hit points equal to that of the nereid, but the garment can’t be directly harmed while the nereid wears it. If the mantle is destroyed, the nereid becomes poisoned and dies within 1 hour. A
a straight line or is knocked prone (nereid’s choice). On a successful save, the target takes half as much damage and isn’t pushed or knocked prone.
Monsters
The Book of Many Things
DC 13 Constitution saving throw, taking 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Price of Defiance", "rollDamageType":"radiant"} radiant damage on a failed save, or half as
the living portents impact the earth, they carve great craters, yet miraculously, none who live in the impact zone are harmed. These beings of light then assume Humanoid forms to blend in with the
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
half as much damage.
Split. When a Large fractine that has at least 10 hit points remaining takes bludgeoning, piercing, slashing, or thunder damage from any source, it splits into two Medium fractines
. The new fractines occupy the space formerly occupied by the original fractine, and each new fractine has hit points equal to half the original’s, rounded down. If the original fractine had a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of past meals. The dreadnought can’t be harmed from within the demiplane. If the dreadnought dies, the demiplane
, taking 26 (4d10 + 4);{"diceNotation":"4d10+4", "rollType":"damage", "rollAction":"Psychic Projection", "rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a
Monsters
Vecna: Eve of Ruin
flaws:
Harmed by Running Water. While in running water, Strahd takes 20 acid damage if he ends his turn there, and he can’t use his Change Shape.
Sunlight Hypersensitivity. While in sunlight
Fire", "rollDamageType":"necrotic"} necrotic damage on a failed save or half as much damage on a successful one.
Charm. Strahd targets one Humanoid he can see within 30 feet of himself. The target must
Astral Dreadnought
Legacy
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Monsters
Mordenkainen’s Tome of Foes
resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought's past meals. The dreadnought can't be harmed from within
);{"diceNotation":"2d10+4","rollType":"damage","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
table lies in a heap in the eastern half of the room, surrounded by six broken chairs. If the characters met the shapechanged anchorite of Talos on the way to the loggers’ camp and let it get away (see “A
Boar-ing Encounter”), small twig figures rest on the mantelpiece — one representing each party member (including sidekicks). These are twig blights that attack if they are touched or harmed. Treasure. Amid the ruined furnishings is a tarnished silver candelabrum worth 25 gp.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
table lies in a heap in the eastern half of the room, surrounded by six broken chairs. If the characters met the shapechanged anchorite of Talos on the way to the loggers’ camp and let it get away (see “A
Boar-ing Encounter”), small twig figures rest on the mantelpiece — one representing each party member (including sidekicks). These are twig blights that attack if they are touched or harmed. Treasure. Amid the ruined furnishings is a tarnished silver candelabrum worth 25 gp.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of taking action and seeing Caden harmed. Caden was abducted almost a month ago. Alden tucked him in one night, he was gone the following morning with a message in his place. A hulking half-ogre met
. If Alden backed out of the deal, the half-ogre said she would visit horrors on Caden that would make the Mockery sick. Alden breaks down sobbing after relaying this information and staggers inside.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of taking action and seeing Caden harmed. Caden was abducted almost a month ago. Alden tucked him in one night, he was gone the following morning with a message in his place. A hulking half-ogre met
. If Alden backed out of the deal, the half-ogre said she would visit horrors on Caden that would make the Mockery sick. Alden breaks down sobbing after relaying this information and staggers inside.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
? Or privateers?
2 Your family works the docks in Sharn. You know everything there is to know about ships, and you know half of the captains who pass through the port, but you’ve never had the
never forgotten. Now you’re a capable adventurer in your own right. Someday you’ll lead a ship back to that forgotten cove!
4 You’re an infamous pirate. You never harmed a Brelish vessel, but you
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
? Or privateers?
2 Your family works the docks in Sharn. You know everything there is to know about ships, and you know half of the captains who pass through the port, but you’ve never had the
never forgotten. Now you’re a capable adventurer in your own right. Someday you’ll lead a ship back to that forgotten cove!
4 You’re an infamous pirate. You never harmed a Brelish vessel, but you
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
half of the golden key. Treasure. The key parts are magical and will not be harmed by anything. If the parts are joined together they form one solid key, hereafter called the First Key. Because the
(dipping a finger) will cause only a mild itch. At the bottom of this vat is one-half of a golden key. The eastern vat contains a grayish substance that is actually an ochre jelly that sits atop the other
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
half of the golden key. Treasure. The key parts are magical and will not be harmed by anything. If the parts are joined together they form one solid key, hereafter called the First Key. Because the
(dipping a finger) will cause only a mild itch. At the bottom of this vat is one-half of a golden key. The eastern vat contains a grayish substance that is actually an ochre jelly that sits atop the other
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
magic. The stasis ends and the pudding attacks if it is touched or harmed. The statue’s stone features are impossible to discern while the black pudding covers it. Once the pudding sloughs off
statues once depicted other gods, but now they lie smashed beyond recognition. The assembly of petrified creatures includes five unfortunate adventurers (a male human, a male half-orc, a female elf
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
magic. The stasis ends and the pudding attacks if it is touched or harmed. The statue’s stone features are impossible to discern while the black pudding covers it. Once the pudding sloughs off
statues once depicted other gods, but now they lie smashed beyond recognition. The assembly of petrified creatures includes five unfortunate adventurers (a male human, a male half-orc, a female elf
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
harmed. Thassa’s followers might become villains for a vast range of reasons. Some become obsessed with recovering or keeping hidden the secrets of the deep. Others come to worship the ocean itself, with
its uncaring depths and half-glimpsed monsters. Still others preemptively strike at those who risk offending the god—white knights, overprotective of their own deity. The Thassa’s Villains table
Compendium
- Sources->Dungeons & Dragons->Monster Manual
objects have value beyond kindling or that creatures can be harmed by flames. If such concepts are explained to them, they find the ideas difficult to grasp and don’t remember them for long. Rather
)
Traits
Death Burst. The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 (2d6) Fire damage. Success: Half
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
her storytelling skill. Personable but focused, Lady Dre is willing to forgo short-term gains in favor of long-term growth. Personality Trait. “Half of business is showmanship, and I love to take
characters are going to head into a mystery, they should be prepared to transport anyone who might have been harmed or afflicted. If the characters choose not to travel with Lady Dre, she accepts their choice and heads out on her own soon after they do.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
objects have value beyond kindling or that creatures can be harmed by flames. If such concepts are explained to them, they find the ideas difficult to grasp and don’t remember them for long. Rather
)
Traits
Death Burst. The magmin explodes when it dies. Dexterity Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the magmin. Failure: 7 (2d6) Fire damage. Success: Half
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
her storytelling skill. Personable but focused, Lady Dre is willing to forgo short-term gains in favor of long-term growth. Personality Trait. “Half of business is showmanship, and I love to take
characters are going to head into a mystery, they should be prepared to transport anyone who might have been harmed or afflicted. If the characters choose not to travel with Lady Dre, she accepts their choice and heads out on her own soon after they do.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
harmed. Thassa’s followers might become villains for a vast range of reasons. Some become obsessed with recovering or keeping hidden the secrets of the deep. Others come to worship the ocean itself, with
its uncaring depths and half-glimpsed monsters. Still others preemptively strike at those who risk offending the god—white knights, overprotective of their own deity. The Thassa’s Villains table
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. The swamp and the overgrown hills beyond are difficult terrain. At a normal pace, it takes the party a full day to reach Bathalang Puno (24 miles away), or half a day to reach Sorrow’s Zenith (12
random character. Creatures in this sphere must succeed on a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failure, or half as much on a success. The miasma is stationary and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. The swamp and the overgrown hills beyond are difficult terrain. At a normal pace, it takes the party a full day to reach Bathalang Puno (24 miles away), or half a day to reach Sorrow’s Zenith (12
random character. Creatures in this sphere must succeed on a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failure, or half as much on a success. The miasma is stationary and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dismiss the horses with a second command word (“Arvesh”). The horses can be dispelled (DC 15) but not harmed. The wagon has a hidden trapdoor in its underbelly that can be detected by a character who
(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->Tales from the Yawning Portal
nereid wears a mantle of silky cloth the color of sea foam, which holds the creature’s spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment can’t be directly harmed
if it is a Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked prone (nereid’s choice). On a successful save, the target takes half as much damage and isn’t pushed or knocked prone.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
nereid wears a mantle of silky cloth the color of sea foam, which holds the creature’s spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment can’t be directly harmed
if it is a Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked prone (nereid’s choice). On a successful save, the target takes half as much damage and isn’t pushed or knocked prone.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dismiss the horses with a second command word (“Arvesh”). The horses can be dispelled (DC 15) but not harmed. The wagon has a hidden trapdoor in its underbelly that can be detected by a character who
(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->The Book of Many Things
portents impact the earth, they carve great craters, yet miraculously, none who live in the impact zone are harmed. These beings of light then assume Humanoid forms to blend in with the inhabitants of the
Defiance. When the living portent is damaged by a creature that it can see within 120 feet of itself, radiant power sears the creature. The creature must make a DC 13 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.
Katerina Ladon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
delivers missions by way of animal messenger spells and is partial to using cats and pigeons as couriers. He quickly assigns new members their first mission. Melannor is a half-elf druid, with these
haven for enclave members and their friends. In her disembodied state, Jeryth can’t be harmed. If the need arises, Jeryth can cast any spell on the druid spell list. She uses her spells in defense of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
portents impact the earth, they carve great craters, yet miraculously, none who live in the impact zone are harmed. These beings of light then assume Humanoid forms to blend in with the inhabitants of the
Defiance. When the living portent is damaged by a creature that it can see within 120 feet of itself, radiant power sears the creature. The creature must make a DC 13 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.
Katerina Ladon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
delivers missions by way of animal messenger spells and is partial to using cats and pigeons as couriers. He quickly assigns new members their first mission. Melannor is a half-elf druid, with these
haven for enclave members and their friends. In her disembodied state, Jeryth can’t be harmed. If the need arises, Jeryth can cast any spell on the druid spell list. She uses her spells in defense of
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
imprisoned. No other creature can enter the demiplane, and the fractine can’t be harmed from within the demiplane.
The fractine can imprison only one creature at a time and can release that creature as
damage. On a successful save, the creature takes half as much damage.
Split. When a Large fractine that has at least 10 hit points remaining takes bludgeoning, piercing, slashing, or thunder damage from
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
imprisoned. No other creature can enter the demiplane, and the fractine can’t be harmed from within the demiplane.
The fractine can imprison only one creature at a time and can release that creature as
damage. On a successful save, the creature takes half as much damage.
Split. When a Large fractine that has at least 10 hit points remaining takes bludgeoning, piercing, slashing, or thunder damage from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Goblin Bazaar In this monstrous market live forty goblins. Half of them are guards, and the other half are traders. The goblin boss and his retinue lurk in area 1e. 1a. Bazaar Side Entrance
goods, including items listed in chapter 5 of the Player’s Handbook — particularly armor, shields, weapons, adventuring gear, tools, trade goods, food, and drink. The goblins buy goods at half the normal