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Returning 35 results for 'moisture stuffed with only are for for level'.
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Monsters
Tales from the Yawning Portal
only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Tentacle
","rollDamageType":"acid"} acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Tail. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit
Blight
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8
and dies.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Aboleth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher
moisture is applied to the skin before 10 minutes have passed.
Tail. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Tail"} to hit, reach 10 ft. one target. Hit: 15 (3d6
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Cave Features All chambers in the cave complex are hewn from solid rock. Areas L1 through L3 are flooded with seawater, and the walls of these caves are slick with moisture and algae. Area L4 is
above sea level but still damp. Area L5 and the secret passage on the west side of it are dry. Only area L5 is illuminated.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blight 4th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Necromantic energy washes over a creature of your choice that you can see within range
, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Abi-Dalzim’s Horrid Wilting 8th-level necromancy Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of sponge) Duration: Instantaneous You draw the moisture from every creature in a 30
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Abi-Dalzim’s Horrid Wilting 8th-level necromancy Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of sponge) Duration: Instantaneous You draw the moisture from every creature in a 30
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Precipice The sloping tunnel from level 7 ends 20 feet above the marshy ground of area 2. Humidity. The walls and floor of the tunnel drip with moisture from the humidity, and buzzing insects are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blight 4th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Necromantic energy washes over a creature of your choice that you can see within range
, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
of this dark room are slick with moisture and set with colorful stones, starfish, shells, and coral branches. Extruding from the east wall is a stone sculpture of a giant crab, its pincered arms
of the polymorph spell.
Window. The window in the south wall is wide enough for a Small or Medium character to crawl through. It looks out into a flooded sea cave (area 12) and is 25 feet above the water level.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
features; for example, level 16, the Crystal Labyrinth, has walls, floors, and ceilings made of crystal. Ceilings It’s helpful to know the height of a ceiling, particularly if creatures in the area can
Secret Doors Normal doors (including double doors) are made of thick, sturdy wood fitted with iron hinges and handles, and protected against moisture by magic. Secret doors are fashioned of the same
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
level 17.
Dragon. Zolcharrx, a female young red dragon, is curled up in a corner of the room, watching Al’chaia wearily.
Furnishings. A huge, well-carved canopy bed standing against one wall has a
small, shiny, black metal chest next to it (see “Treasure” below). Mounted on other walls are thirteen stuffed mind flayer heads.
Secret Trapdoor. A secret trapdoor in the floor under the table opens
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Lyn Armaal, Level 3 19. Gallery A decorative, wrought iron staircase in one corner of this room leads down to the servants’ quarters (area 12) and up to the castle roof (area 29). Colorful rugs
stuffed young silver dragon suspended by chains from the ceiling. It isn’t valuable, but many other items on display are. Treasure The countess’s collection of art objects includes paintings, statues
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.)
Furnishings. Six stuffed chairs and a chaise longue are arranged near the fireplace.
14c. Study Furnishings. An elegant zurkhwood desk stands in the middle of the room, a thin matching chair positioned
especially valuable. 14d. Mirror Gate to Level 7 Bed. A zurkhwood bed draped by a spider silk canopy stands against the north wall.
Mirror. A tall, rectangular mirror is mounted on the east wall. The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, Thornboldt (“Thorn”). Thorn is weeping and clutching a stuffed doll. Rose is trying to hush the boy. If the characters approach the children or call out to them, add the following: After shushing the
monster in the basement to keep the children from going down to the dungeon level. The “terrible howls” they heard were actually the screams of the cult’s victims.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
).
Furnishings. Arranged throughout the hall are four stuffed chairs, four padded footstools, two divans, and two large coffee tables. (These furnishings are twelve mimics in disguise. Arcturia considers
: Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): detect thoughts, enlarge/reduce, Melf’s acid
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
character fails to leave the graveyard, that character must eventually make camp. When a character finishes a long rest in this haunted zone, the character gains 1 level of exhaustion, doesn’t gain
damage and exits the haunted zone. The Crying Room The floor of this bedroom is littered with creepy dolls, monstrous stuffed animals, and misshapen toys. The two children you saw outside the house stand
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
room contains six stuffed armchairs with garish upholstery. 1c. Coat Room The walls of this room are lined with rows of bare metal hooks. 1d. Water Closet This room is equipped with stone sinks and
top of the stairs leading down to level 10. For safe passage through Dweomercore, it requires one of the following:
A payment of one magic item per party member Slaying the bone devil in area 47 If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Dock Ward is unsafe. You can set the mood by reading the following to the players: Tall, densely packed tenements leave most of the neighborhood in shadow at ground level. Most of the streetlamps have
with a peculiar window display: One nearby shop stands out from the others. It has a deep purple facade, and in its window hangs a stuffed beholder. Above the door hangs a sign whose elaborate letters
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside
a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gray slime found in puddles throughout this level. Advice from the Spirits Any characters inhabited by the spirits of Papazotl, Unkh, or Wongo receive advice when entering this area: Shrewd Papazotl
button orients the cog rooms (areas 58 through area 60) to match whichever configuration has its crystal lit. The entire level trembles as the giant cogs rotate. If the blue button is pushed while the cog
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Quarters Two male drow guards named Krivven and Yazdriirn stand outside the door. They deny entry to all but T’rissa and immediately attack intruders. The building holds the following features: Stuffed
Heads. Mounted to the walls are the stuffed heads of several bugbears, hobgoblins, and goblins.
Chest. A locked chest of dark wood, carved in the likeness of a spider with eyes of red crystal, rests
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
mainly for food deliveries and is barred shut from the inside at night. C3: Servants’ Quarters This room contains three two-level bunk beds, one of which is currently in use. A washbasin stands in a
. Bare hooks and pale rectangles mark places on the walls where paintings once hung. Standing in the southwest corner near a single door is a stuffed wolf, its glassy gaze fixed on a stone staircase
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
its turn in the Mists must succeed on a DC 20 Constitution saving throw or gain 1 level of exhaustion. This exhaustion can’t be removed while the creature is in the Mists. No matter how far a
the Mists table to determine what happens. Mist talismans take ominous forms, and no two are alike. A family’s burned holy book, a battered stuffed toy, a papyrus scroll, or any of the items on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tiny bulbous nose that unlocks all nine doors. Zox fashioned a spare key but lost it during a recent Undermountain foray (see level 12, area 14). A character can try to pick a door’s lock using thieves
. Tinny music emanates from the southern doorway (leading to area 7c).
7b. Living Quarters Pet. A giant badger playfully chews on a stuffed toy in the middle of the room. Furnishings. The dingy
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and where the goblin boss keeps the rest of his treasure (area 1f). Glom knows the general layout of this level of Undermountain, the positions of the Xanathar Guild outposts, and the location of the
stairs leading down to level 3. Glom eagerly betrays her liberators if someone with more food and the promise of a better life comes along. The lock on Glom’s gibbet can be picked with thieves' tools
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the furniture is bolted to the floor, including an unmade bed with a squid-shaped headboard, a writing desk stained with ink, an open trunk, a slender wardrobe stuffed with old robes, and a wooden
contains the following spells: 1st level: detect magic, disguise self, identify, mage armor, magic missile, thunderwave
2nd level: darkvision, detect thoughts, mirror image, misty step, suggestion
3rd
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
levels are made of sturdy wood and have no locks, though the outermost doors can be barred from within. The dungeon level is hewn out of solid rock and has sturdy iron doors throughout. Low-burning
Hall This chamber is decorated with oil paintings depicting life in Easthaven, including a large painting of the town itself on the north wall. Mounted on the south wall is a five-foot-long, stuffed
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
dabbled in alchemy, and the characters can find some damaged and worthless alchemist’s supplies if they search through the wreckage on the lower level. Scarlet Sash Conference. If they are encountered here
open the door using thieves’ tools, doing so with a successful DC 15 Dexterity check. Treasure. On the uppermost level of the tower, not visible to characters on the lower level, is an unlocked wooden
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
off the coast. Its base at sea level is ten feet across, and it tapers to a point forty feet above the water. Through the clear, gentle waves, you can see that it extends down into a coral reef that
surrounding stone. The floor is slick with moisture but not flooded. This place was once a bedroom. Stains on the floor mark where once stood a bed, a desk, a table, and chairs. The splintered remains of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Locations on the Upper Level The following locations are identified on map 6.1. 1. Front Gate and Foyer Most of the floor in the entryway is bare, but various items of giant outerwear (capes, cloaks
above; striking them together will alert everyone in the upper level. Treasure. The guard wears a belt with a gem-set gold buckle (worth 400 gp). 2. Subchief’s Room This place contains a scattering of
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
now serves as a nest for the harpy that has made Compass Rose its lair. The basket-shaped area is stuffed with wood shavings, dry grass, and shredded canvas from ships’ sails. Bits of bones, tufts of
. Two small drawers in the desk hold a pouch containing 50 gp, a set of cartographer’s tools, and a dagger. The compass set in the desktop can easily be pried free; it is worth 25 gp. 2nd-Level
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
aid to those in true need and without selfish intent. When such a creature requests help in this area, the cavern can offer answers or intervene by duplicating any spell of 8th level or lower (your
collects moisture dripping from the ceiling. An ochre jelly lurks here, content to feed on fungus and the remains of the poltergeists’ occasional victims. It slithers into the main cavern if battle breaks
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. A broken chair sits against the wall between the windows, and there is a heap of broken dishes in the northwest corner.
There is nothing else of note here. 8. Withdrawing Room Two stuffed armchairs
chimney above. Next to it, under the window, is a cracked and discolored stone sink.
To the right of the sink, a small, closed wooden cupboard is fixed to the wall about five feet above floor level
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
out any spell on her list of prepared spells for another wizard spell of the same level. As a bonus action, Valindra can mask her shriveled flesh and appear to be a living elf. This magical illusion
— they’re safe back in Thay — but the shelves do hold two spell scrolls of arcane gate. 5. Undead Guardians Stuffed in this closet are six Chultan zombies and two girallon zombies (see appendix D






