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Returning 35 results for 'places acid and his contract'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"piercing"} piercing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Tongue", "rollDamageType":"acid"} acid damage. If the target is Medium or smaller, it is
. What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds on to its prisoner, but if given the order to do so, it tears its prey limb from limb.Acid, PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mythic Odysseys of Theros
","rollDamageType":"acid"} acid damage.
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws
wild places of the world, being common foes for heroes seeking to test their mettle against terrors worthy of the gods’ notice. Most ironscale hydras inhabit lakes and boggy caverns, from which
Monsters
Mordenkainen Presents: Monsters of the Multiverse
takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Bite","rollDamageType":"acid"} acid damage at the start of each of the froghemoth’s turns.
The froghemoth’s gullet
chambers of metal buried in the ground from which froghemoths emerged, but no reliable reports of the location of such places exist.
Every few years, a froghemoth can lay a fertile egg without mating
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or take 31 (9d6);{"diceNotation":"9d6", "rollType":"damage", "rollAction":"Squirt Bile", "rollDamageType":"acid"} acid damage.
Spellcasting. The sibriex casts one of the following spells, requiring no
target’s arms and legs switch places, preventing the target from moving unless it crawls.
51–55
The target’s arms become tentacles with fingers on the ends, increasing its reach by
Monsters
Mordenkainen Presents: Monsters of the Multiverse
in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is
most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or magic that cures
Monsters
Mordenkainen Presents: Monsters of the Multiverse
explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the forest nearby.
The mold is found only in places that are dark, warm, and wet. Russet mold that spreads out
from a Huge corpse, or sixteen from a Gargantuan corpse.
Destroying the Mold
Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
The mold is found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for rust, and a successful DC 15 Intelligence (Nature) or Wisdom
to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of
monsters
", "rollDamageType":"Acid"} Acid damage, and the target has the Blinded condition until the end of the lord’s next turn. Success: Half damage only.
Spellcasting. The lord casts one of the
abundant even in unlikely places. The food is delicious but offers no sustenance. A creature that eats the food can’t feel the effects of starvation (though they still suffer the effects) for 24
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
: Defeating a greater rival Fiend and taking their place in the hierarchy. Ensnaring a particularly powerful or influential soul with a contract. Establishing a cult of worshipers who offer their
have. You have Advantage on Charisma (Deception) checks. Additionally, choose one of the following damage types and gain Resistance to it: Acid, Cold, or Fire. Stage 1 Boon: Devilish Contractor Fiend
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Clay Golem Guardian of Home and Heart Habitat: Urban; Treasure: Relics Clay golems are magical defenders made from earth and clay to protect places or communities. The materials used in creating clay
Bludgeoning, Piercing, Slashing
Immunities Acid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 9
Languages Common plus one
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Clay Golem Guardian of Home and Heart Habitat: Urban; Treasure: Relics Clay golems are magical defenders made from earth and clay to protect places or communities. The materials used in creating clay
Bludgeoning, Piercing, Slashing
Immunities Acid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 9
Languages Common plus one
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
grab their foes and drag them close. What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds on to its prisoner, but if given the order to do so, it tears its prey
, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 19
Languages Abyssal, Infernal
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
grab their foes and drag them close. What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds on to its prisoner, but if given the order to do so, it tears its prey
, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 19
Languages Abyssal, Infernal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. 14b. Heart in a Box Acid. The room’s domed ceiling is 15 feet high at the edges and 30 feet high in the middle. The dome is filled with sizzling acid that defies gravity as it floats 15 feet above the
-foot-square stone box with a lid and a keyhole (see “Box” below).
Secret Door. At the north end of the east wall is a secret door.
The acid floating in the domed area overhead is held there by magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. 14b. Heart in a Box Acid. The room’s domed ceiling is 15 feet high at the edges and 30 feet high in the middle. The dome is filled with sizzling acid that defies gravity as it floats 15 feet above the
-foot-square stone box with a lid and a keyhole (see “Box” below).
Secret Door. At the north end of the east wall is a secret door.
The acid floating in the domed area overhead is held there by magic
Compendium
- Sources->Dungeons & Dragons->Monster Manual
swamps, crumbling ruins, or places of magical or environmental corruption. Their acid breath scars their domains, eroding the features from ancient statues and leaving nature with festering wounds. Black
Compendium
- Sources->Dungeons & Dragons->Monster Manual
swamps, crumbling ruins, or places of magical or environmental corruption. Their acid breath scars their domains, eroding the features from ancient statues and leaving nature with festering wounds. Black
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
them from teleporting. Canoloths confront intruders with swift and terrible force, projecting long, spiny tongues to grab their foes and drag them close. What happens next depends on the contract. Unless
nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 60 ft., truesight 120 ft., passive Perception 19
Languages Abyssal, Infernal, telepathy 60 ft
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
them from teleporting. Canoloths confront intruders with swift and terrible force, projecting long, spiny tongues to grab their foes and drag them close. What happens next depends on the contract. Unless
nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 60 ft., truesight 120 ft., passive Perception 19
Languages Abyssal, Infernal, telepathy 60 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
world. With broad circles of friends, adult copper dragons delight in introducing people to one another and helping people find places where they can flourish. When disaster strikes, these dragons draw
+4
Skills Deception +9, Perception +12, Stealth +6
Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22
Languages Common, Draconic
CR 14 (XP 11,500, or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
world. With broad circles of friends, adult copper dragons delight in introducing people to one another and helping people find places where they can flourish. When disaster strikes, these dragons draw
+4
Skills Deception +9, Perception +12, Stealth +6
Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22
Languages Common, Draconic
CR 14 (XP 11,500, or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, they burst forth to dissolve and devour smaller creatures using their acid-dripping mandibles and sprays of digestive enzymes. Domenico Cava Ankhegs are the bane of farmers whose grazing livestock are
easy prey for these monsters. Many ankhegs hunt alone, but those in places with ample food might collect in nests of several dozen and threaten whole towns. Ankheg nests can be challenging to wipe out
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
infected eardrum, making the membrane thicker in some places and thinner in others.
The Nematode’s mouth remains closed until the pressure of it brain fluid is released. Once the fluid is released
is destroyed, each creature inside the Nematode must make a DC 18 Constitution saving throw as the acidic digestive juices surge throughout the Nematode, taking 66 (12d10) acid damage on a failed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
infected eardrum, making the membrane thicker in some places and thinner in others.
The Nematode’s mouth remains closed until the pressure of it brain fluid is released. Once the fluid is released
is destroyed, each creature inside the Nematode must make a DC 18 Constitution saving throw as the acidic digestive juices surge throughout the Nematode, taking 66 (12d10) acid damage on a failed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
possessing the potential and vitality lost to them. Shadows lurk in dark, lonely places, typically sites that were meaningful to them in life or cursed places with ties to death, sinister magic, or
+0 Cha 8 −1 −1
Skills Stealth +6
Vulnerabilities Radiant
Resistances Acid, Cold, Fire, Lightning, Thunder
Immunities Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, they burst forth to dissolve and devour smaller creatures using their acid-dripping mandibles and sprays of digestive enzymes. Domenico Cava Ankhegs are the bane of farmers whose grazing livestock are
easy prey for these monsters. Many ankhegs hunt alone, but those in places with ample food might collect in nests of several dozen and threaten whole towns. Ankheg nests can be challenging to wipe out
Compendium
- Sources->Dungeons & Dragons->Monster Manual
possessing the potential and vitality lost to them. Shadows lurk in dark, lonely places, typically sites that were meaningful to them in life or cursed places with ties to death, sinister magic, or
+0 Cha 8 −1 −1
Skills Stealth +6
Vulnerabilities Radiant
Resistances Acid, Cold, Fire, Lightning, Thunder
Immunities Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
has the following wizard spells prepared:
Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation
1st level (4 slots): mage armor, magic missile, unseen servant*
2nd level (3
to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.
Actions
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Will-o’-Wisp Will-o’-wisps haunt lonely places and battlefields, where they feed on fear and despair. They look like wispy, bobbing lantern lights in the distance. Will-o’-Wisp
Tiny undead, chaotic
)
Damage Immunities lightning, poison
Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Will-o’-Wisp Will-o’-wisps haunt lonely places and battlefields, where they feed on fear and despair. They look like wispy, bobbing lantern lights in the distance. Will-o’-Wisp
Tiny undead, chaotic
)
Damage Immunities lightning, poison
Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Will-o’-Wisp Will-o’-wisps are malevolent, wispy balls of light that haunt lonely places and battlefields, bound by dark fate or dark magic to feed on fear and despair. Hope and Doom. Will-o’-wisps
to creatures that follow them. Will-o’-wisps lure unwary creatures into quicksand pits, monster lairs, and other dangerous places so that they can feed on the suffering of their prey and revel in their
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Will-o’-Wisp Will-o’-wisps are malevolent, wispy balls of light that haunt lonely places and battlefields, bound by dark fate or dark magic to feed on fear and despair. Hope and Doom. Will-o’-wisps
to creatures that follow them. Will-o’-wisps lure unwary creatures into quicksand pits, monster lairs, and other dangerous places so that they can feed on the suffering of their prey and revel in their
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
has the following wizard spells prepared:
Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation
1st level (4 slots): mage armor, magic missile, unseen servant*
2nd level (3
to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.
Actions
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
merrenoloths can be coaxed away from the Lower Planes to captain other vessels, affording those ships and crews the same protection. Whenever a merrenoloth takes on a contract to captain a ship, it bonds
+5, Int +5
Skills History +5, Nature +5, Perception +4, Survival +4
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
base DC for these checks is 10. Possible checks could include Strength (Athletics) checks to remove debris, Dexterity (Acrobatics) checks to squeeze into tight places, Intelligence (Investigation) checks
streets to search for provisions. The imp, Perchillux, is offering Pilster a month’s worth of food for the low price of his soul. Pilster is preparing to sign the contract as the characters come upon the