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Returning 35 results for 'pint after and his creature'.
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Monsters
Tomb of Annihilation
Multiattack. The tri-flower frond uses its orange blossom, then its yellow blossom, and then its red blossom.
Orange Blossom. The tri-flower frond chooses one creature it can see within 5 feet of it
repeat the saving throw, ending the effect on itself on a success.
Yellow Blossom. The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Dexterity
Magic Items
Icewind Dale: Rime of the Frostmaiden
This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Each lantern of tracking is designed to track down a
certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of
Magic Items
Out of the Abyss
creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don’t have a spellcasting
ability) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.
Applying a pint or
Oil (flask)
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a
ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
location of any creature that is familiar to you, provided the creature is within 50 miles of your Bastion and not hidden by magic or confined to a location that the DM deems is beyond the spy
network’s ability to locate. If the spies learn the target’s location, they also learn where that creature has been for the previous 7 days. Pub Special. The Pub has one magical beverage on tap, chosen from
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
location of any creature that is familiar to you, provided the creature is within 50 miles of your Bastion and not hidden by magic or confined to a location that the DM deems is beyond the spy
network’s ability to locate. If the spies learn the target’s location, they also learn where that creature has been for the previous 7 days. Pub Special. The Pub has one magical beverage on tap, chosen from
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
drifts toward you, moaning.
Creature. The ghost of one of the members of the Order of the Stout Half-Pint (see below) now guards this area, attacking as soon as any character steps into the room or
of members of the Order of the Stout Half-Pint. The diminutive undead burst out to attack when any creature enters this area, surprising anyone who does not succeed on a DC 12 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
drifts toward you, moaning.
Creature. The ghost of one of the members of the Order of the Stout Half-Pint (see below) now guards this area, attacking as soon as any character steps into the room or
of members of the Order of the Stout Half-Pint. The diminutive undead burst out to attack when any creature enters this area, surprising anyone who does not succeed on a DC 12 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
target with water reduces the acid damage by 1 point per pint or flask of water used.
Red Blossom. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage, and the
, vivid orange, and bright yellow. Each flower can harm a creature in a different terrible way. Tri-flower Frond
Medium plant, unaligned
Armor Class 10
Hit Points 11 (2d8 + 2)
Speed 5 ft
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
target with water reduces the acid damage by 1 point per pint or flask of water used.
Red Blossom. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage, and the
, vivid orange, and bright yellow. Each flower can harm a creature in a different terrible way. Tri-flower Frond
Medium plant, unaligned
Armor Class 10
Hit Points 11 (2d8 + 2)
Speed 5 ft
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
spell. Any creature that drinks a pint or more of the liquid is targeted by a polymorph spell (save DC 14) that lasts for 1 hour. The creature is transformed into either a giant frog (75 percent
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
spell. Any creature that drinks a pint or more of the liquid is targeted by a polymorph spell (save DC 14) that lasts for 1 hour. The creature is transformed into either a giant frog (75 percent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a
) Whetstone 1 cp 1 lb.
Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a
) Whetstone 1 cp 1 lb.
Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sculpted relief shows a monkey-like creature tearing into a giant serpent. Cuneiform inscriptions are carved above and below the relief. Four masks of painted stone protrude from the walls; they depict
identified by figuring out the logic puzzle written above the masks in the viewing corridors (area 12C). When a character pours a pint or more of water into the statue’s right hand or one of its cupped feet
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sculpted relief shows a monkey-like creature tearing into a giant serpent. Cuneiform inscriptions are carved above and below the relief. Four masks of painted stone protrude from the walls; they depict
identified by figuring out the logic puzzle written above the masks in the viewing corridors (area 12C). When a character pours a pint or more of water into the statue’s right hand or one of its cupped feet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a flagon. Its rules are as follows: If one pint or more of any liquid is poured on the floor within 5 feet of the arch, the gate opens for 1 minute. Characters must be 12th level or higher to pass
through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 9d on level
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a flagon. Its rules are as follows: If one pint or more of any liquid is poured on the floor within 5 feet of the arch, the gate opens for 1 minute. Characters must be 12th level or higher to pass
through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 9d on level
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
within 60 feet of it. Any creature that drinks a pint or more of water from the cauldron must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour per pint consumed. 10f. Gnawed Bones The
reduced to 0 hit points, the cauldron cracks and is destroyed. The sea hags use the cauldron as a focus for their scrying spell. The first time a creature other than a sea hag disturbs the water or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack
.
Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack
.
Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spikes at the bottom. A creature that steps on the breakaway floor falls into the pit, taking 10 (3d6) bludgeoning damage from the fall and 10 (3d6) piercing damage from the spikes. The pit remains
(see “Gates”). The rules of this gate are as follows: If one pint or more of any liquid is poured on the floor within 5 feet of the arch, the gate opens for 1 minute. Characters must be 9th level or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spikes at the bottom. A creature that steps on the breakaway floor falls into the pit, taking 10 (3d6) bludgeoning damage from the fall and 10 (3d6) piercing damage from the spikes. The pit remains
(see “Gates”). The rules of this gate are as follows: If one pint or more of any liquid is poured on the floor within 5 feet of the arch, the gate opens for 1 minute. Characters must be 9th level or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
within 60 feet of it. Any creature that drinks a pint or more of water from the cauldron must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour per pint consumed. 10f. Gnawed Bones The
reduced to 0 hit points, the cauldron cracks and is destroyed. The sea hags use the cauldron as a focus for their scrying spell. The first time a creature other than a sea hag disturbs the water or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Pseudodragon Fickle, Pint-Sized Dragon Habitat: Coastal, Desert, Forest, Hill, Mountain, Urban; Treasure: Arcana Pseudodragons dwell in scenic wildernesses, preferably where life is easy and prey is
Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. While Poisoned, the target also has the Unconscious
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Pseudodragon Fickle, Pint-Sized Dragon Habitat: Coastal, Desert, Forest, Hill, Mountain, Urban; Treasure: Arcana Pseudodragons dwell in scenic wildernesses, preferably where life is easy and prey is
Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. While Poisoned, the target also has the Unconscious
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
successful one. Blue Square. A creature that drinks a pint or more of the liquor in this cask gains the benefit of a Potion of Diminution. A character reduced to Tiny size by the liquor can’t fit
through the narrow gaps between the floorboards (see the “Tunnel to Area T8” section for more information). Green Crescent Moon. A creature that drinks a pint or more of the liquor in this cask gains the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
successful one. Blue Square. A creature that drinks a pint or more of the liquor in this cask gains the benefit of a Potion of Diminution. A character reduced to Tiny size by the liquor can’t fit
through the narrow gaps between the floorboards (see the “Tunnel to Area T8” section for more information). Green Crescent Moon. A creature that drinks a pint or more of the liquor in this cask gains the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
-aligned creature with this weapon, the target takes 1d6 extra damage of the weapon’s type. Our Very Own Mechachimera A character trained in Arcana can study the mechachimera’s design if its components
enterprise. The light is a warning beacon for ships traveling the coast between Neverwinter and Luskan, but it needs someone to keep it running. Before the Order of the Stout Half-Pint moved in, the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
-aligned creature with this weapon, the target takes 1d6 extra damage of the weapon’s type. Our Very Own Mechachimera A character trained in Arcana can study the mechachimera’s design if its components
enterprise. The light is a warning beacon for ships traveling the coast between Neverwinter and Luskan, but it needs someone to keep it running. Before the Order of the Stout Half-Pint moved in, the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Stout Half-Pint took over the abandoned lighthouse two years ago, Wizzy quickly discovered the teleporting power of the lens. However, renovating the disused basement laboratory had long remained
Wizzy Fotz, the gnome leader of the Order of the Stout Half-Pint. When the tiefling Talanatha appeared out of nowhere in her flight from the attack on Tresendar Manor, Hoobur’s minions took her alive
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Stout Half-Pint took over the abandoned lighthouse two years ago, Wizzy quickly discovered the teleporting power of the lens. However, renovating the disused basement laboratory had long remained
Wizzy Fotz, the gnome leader of the Order of the Stout Half-Pint. When the tiefling Talanatha appeared out of nowhere in her flight from the attack on Tresendar Manor, Hoobur’s minions took her alive
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
addition to sand or grit. The area within the storm is heavily obscured, and a creature exposed to the storm takes 1d4 slashing damage at the start of each of its turns. Only substantial cover or
orange lightning release a deluge of fiery droplets. Any creature caught in the burning rain takes 2d6 fire damage at the start of each of its turns. The droplets ignite any flammable objects that
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
addition to sand or grit. The area within the storm is heavily obscured, and a creature exposed to the storm takes 1d4 slashing damage at the start of each of its turns. Only substantial cover or
orange lightning release a deluge of fiery droplets. Any creature caught in the burning rain takes 2d6 fire damage at the start of each of its turns. The droplets ignite any flammable objects that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6
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