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Returning 25 results for 'necrotic test'.
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necrotic that
necrotic these
necrotic task
necrotic ties
necrotic text
Monsters
Monster Manual
Amorphous. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so.
Sunlight Weakness. While in sunlight, the shadow has Disadvantage on d20 test;D20
", "rollAction":"Draining Swipe", "rollDamageType":"Necrotic"} Necrotic damage, and the target’s Strength score decreases by 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Draining Swipe
Monsters
Monster Manual
Ray. Ranged Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Divine Ray"}, range 600 ft. Hit: 35 (6d8 + 8) Necrotic;{"diceNotation":"6d8+8", "rollType":"damage
", "rollAction":"Divine Ray (Necrotic)", "rollDamageType":"Necrotic"} or Radiant;{"diceNotation":"6d8+8", "rollType":"damage", "rollAction":"Divine Ray (Radiant)", "rollDamageType":"Radiant"} damage (empyr
Monsters
Monster Manual
Ray. Ranged Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Divine Ray"}, range 600 ft. Hit: 35 (6d8 + 8) Necrotic;{"diceNotation":"6d8+8", "rollType":"damage
", "rollAction":"Divine Ray (Necrotic)", "rollDamageType":"Necrotic"} or Radiant;{"diceNotation":"6d8+8", "rollType":"damage", "rollAction":"Divine Ray (Radiant)", "rollDamageType":"Radiant"} damage (empyr
Monsters
Monster Manual
", "rollDamageType":"Necrotic"} Necrotic damage. Until the end of the target’s next turn, the target’s Speed is halved; the target can’t take Reactions; and it can take either an action or a
", "rollType":"damage", "rollAction":"Death Ray", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage. Failure or Success: The target dies if the ray reduces it to 0 Hit
Monsters
Stranger Things: Welcome to the Hellfire Club
Amorphous. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so.
Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Test;D20
", "rollAction":"Draining Swipe", "rollDamageType":"Necrotic"} Necrotic damage, and the target’s Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by
Magic Items
Mythic Odysseys of Theros
Underworld. This magic whip grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this whip, the target takes an extra 2d8 necrotic damage and you regain hit points equal
to half the amount of necrotic damage dealt.
Additionally, when you make an attack with the whip on your turn, you can increase the range of the attack to 300 feet. This property of the weapon can
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border
feeling unwanted. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself.
As she was preparing to leave the Hosttower, Nass
Monsters
Mythic Odysseys of Theros
the god Keranos sought to test Nylea’s favorite champion, Renata of Setessa, by creating a beast so deadly that even she would balk at trying to hunt it. When Renata slayed this lion-ram-dragon
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4
Necrotic Breath (Recharge 5–6). The chimera exhales necrotic energy in a 15-foot
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
6 (1d12) necrotic damage or gain 1 level of exhaustion that lingers until the test ends. Dream Logic. Like a dream, the test doesn’t need to make sense or be consistent from moment to moment. It’s
Running the Test To conduct the Test of High Sorcery, the mage Demelin conjures a vision of Onyari’s fall When a test-taking character is ready to begin the test, Demelin instructs them to move to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
happen in the upper towers. Daask might release a gorgon into the streets. The necromancers of the Emerald Claw could test a necrotic weapon or a new form of undead. A pack of wererats could take root
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Dagger Danger!
the last week. Alchemical Experiment. Groth is attempting to make a potion that makes the drinker resistant to Necrotic damage. His work was interrupted by the characters, and now the experiment is
successfully (see “Treasure” below). Gnome Prisoner. Groth kept this gnome named Gooster (Commoner) as a prisoner, planning to use him as a test subject for the experiments. To free him, the character must take
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
test the snow ahead of them. Kobolds native to Icewind Dale frequently wander into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The
)
CON
16 (+3)
INT
8 (−1)
WIS
8 (−1)
CHA
8 (−1)
Saving Throws Dex +6, Wis +1
Skills Perception +1, Stealth +6
Damage Resistances necrotic; bludgeoning, piercing, and
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Viktra Mordenheim Darklord Who Pursues Perfection Lenka Šimečková “Ah. You’re conscious. Good. Test your limbs, and get accustomed to your new body.”
—Viktra Mordenheim
From her laboratory at
feet.
Deadly Serum. The target takes 11 (2d10) Necrotic damage at the start of each of its turns, and it can’t regain Hit Points.
Mind-Altering Serum. The target takes 10 (3d6) Psychic damage at
Compendium
- Sources->Dungeons & Dragons->Monster Manual
creature (excluding the beholder) within 1 mile of the lair that makes a D20 Test and rolls a 1 has the Prone condition. If the beholder dies or moves its lair elsewhere, these effects end immediately
: DC 16. Failure: 18 (4d8) Necrotic damage. Until the end of the target’s next turn, the target’s Speed is halved; the target can’t take Reactions; and it can take either an action or a Bonus Action on
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, and dragon, these beasts appear with nearly endless variations. The Akroans tell a tale of the first chimera’s origin, wherein the god Keranos sought to test Nylea’s favorite champion, Renata of Setessa
) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4 Necrotic Breath (Recharge 5–6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
from the D20 Test. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Mind Jolt. The dragon uses Spellcasting to cast Mind Spike (level 4 version). The
. Until the end of its next turn, the target rolls 1d8 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can’t take this
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
tasks that test its targets’ moral foundations. A paladin might be ordered to murder an innocent, with the argument that not doing so will result in some greater evil taking place. Ultimately, the
)
CON
18 (+4)
INT
18 (+4)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws Str +7, Con +8, Wis +7, Cha +8
Damage Resistances necrotic, psychic
Damage Immunities poison
Condition
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
across Faerûn flock to the Hosttower of the Arcane, hoping to gain admittance into the prestigious ranks of the brotherhood. Nearly all candidates are dismissed out of hand, without so much as a test
. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself. As she was preparing to leave the Hosttower, Nass overheard her master
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the duration, attack rolls against you can’t benefit from Advantage, and whenever you make a D20 Test, you can treat a roll of 9 or lower on the d20 as a 10. Once you use this feature, you can’t use
to be affected by your Metamagic.
Level 3: Tides of Chaos You can manipulate chaos itself to give yourself Advantage on one D20 Test before you roll the d20. Once you do so, you must cast a Sorcerer
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage
special Reaction based on whether you rolled an even or an odd number on the die: Weal (Even). Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
) check to jump safely over it. Moving past the rune otherwise deals 5 (1d10) necrotic damage to a creature and teleports it back to the cavern entrance. The runes remain active until disabled. Planar
other components to Splugoth in the Test Market, the ritual might be fueled by anything from a single component to all six components set into the orrery housing. While the ritual is in progress, the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
based on the Test of the Empty Moon trap from chapter 4 with these differences: Northern Door. A door stands behind the portcullis to the north; this door leads to area 6. If the characters entered
) necrotic damage. In addition, any nonmagical armor or shield worn or carried by the target (50 percent chance of either if the creature has both) is partly degraded by rust, rot, or dry cracking. The armor
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Scores of small humanoid corpses are scattered among the ruins.
This svirfneblin settlement was the test site for Aerisi Kalinoth’s first devastation orb. Four specters of deep gnomes who perished
here wander the ruins. The power of the air node imbued them with elemental energy, so their attacks deal lightning damage instead of necrotic. They attack any creature that enters the cavern. N6
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
-Nathair is a medusa with the following changes: It is undead. It is immune to necrotic and poison damage. It is immune to exhaustion and the poisoned condition. Its Petrifying Gaze feature turns petrified
although the powered armor is still being researched, it requires a test subject. He is thus willing to loan the armor to any character, provided they use it as their sole suit of armor and report back to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
submerging themselves within. At the far end of the chamber stands a double door with a large, ornately carved lock.
The pools represent the trials the characters must undertake to pass the test of
their ability checks. Each creature that fails the check takes 3 (1d6) necrotic damage from the blood-draining thorns. Obligatory Acid Pit. The final passageway of the maze contains a pit trap filled