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Returning 35 results for 'poison are and his conduct'.
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Monsters
Curse of Strahd
"} hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. The Abbot magically polymorphs into a humanoid or beast that has a challenge rating equal to or less
languish in the abbey's madhouse, the Abbot is giving his creation lessons in etiquette and ladylike conduct so that “she” can be formally presented to Strahd and win his love.
Strahd has no interest
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
14. Venom Distillery The south door is locked, and the lock contains a cleverly hidden poison needle trap. To pick the lock, a character with thieves’ tools must succeed on a DC 15 Dexterity check
disabling the trap must make a DC 16 Dexterity saving throw. On a failed save, the character is pricked by the needle, takes 5 (1d10) poison damage, and is blinded. The blindness is permanent but can be
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
14. Venom Distillery The south door is locked, and the lock contains a cleverly hidden poison needle trap. To pick the lock, a character with thieves’ tools must succeed on a DC 15 Dexterity check
disabling the trap must make a DC 16 Dexterity saving throw. On a failed save, the character is pricked by the needle, takes 5 (1d10) poison damage, and is blinded. The blindness is permanent but can be
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Tempus The Foehammer, the Lord of Battles Tempus is a war god concerned with brave conduct during war, using force of arms over talk for settling disputes, and encouraging bloodshed. The god of war
code include the following: arm anyone who has need of a weapon; disparage no foe; acquit oneself with bravery; train all for battle; and don’t engage in feuds. Those who poison wells, taint fields
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Tempus The Foehammer, the Lord of Battles Tempus is a war god concerned with brave conduct during war, using force of arms over talk for settling disputes, and encouraging bloodshed. The god of war
code include the following: arm anyone who has need of a weapon; disparage no foe; acquit oneself with bravery; train all for battle; and don’t engage in feuds. Those who poison wells, taint fields
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
)
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses passive Perception 10
Languages Common
Challenge 0 (10 XP) Proficiency Bonus +2
Unusual Nature. The commoner
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
)
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses passive Perception 10
Languages Common
Challenge 0 (10 XP) Proficiency Bonus +2
Unusual Nature. The commoner
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
, Elidon intends to honor the rule of reciprocity (see “Rules of Conduct” in chapter 2) and offers to use his magic to aid the characters in the following ways before parting company with them: He can use
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
, Elidon intends to honor the rule of reciprocity (see “Rules of Conduct” in chapter 2) and offers to use his magic to aid the characters in the following ways before parting company with them: He can use
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag’s territory, bring gifts when entering another hag’s dwelling, and break no oaths
given to other hags — as long as the oath isn’t given with the fingers crossed. Some humanoids make the mistake of thinking that the hags’ rules of conduct apply to all creatures. When confronted by such
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag’s territory, bring gifts when entering another hag’s dwelling, and break no oaths
given to other hags — as long as the oath isn’t given with the fingers crossed. Some humanoids make the mistake of thinking that the hags’ rules of conduct apply to all creatures. When confronted by such
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
object with AC 19, 27 hit points, and immunity to lightning, poison, and psychic damage. The central lightning rod is eight 10-foot-long lightning rods attached end to end. Each smaller rod weighs 100
pounds and has AC 17, 25 hit points, and immunity to lightning, poison, and psychic damage. Reducing one of these rods to 0 hit points destroys it and causes the rods above it to fall, making the lowest
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
object with AC 19, 27 hit points, and immunity to lightning, poison, and psychic damage. The central lightning rod is eight 10-foot-long lightning rods attached end to end. Each smaller rod weighs 100
pounds and has AC 17, 25 hit points, and immunity to lightning, poison, and psychic damage. Reducing one of these rods to 0 hit points destroys it and causes the rods above it to fall, making the lowest
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
“Such depravity. Such terrifying cruelty. They are the vile poison that
plagues all elvenkind.”
— Nelar Autumnwell,
elf cleric of Corellon Larethian
A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
“Such depravity. Such terrifying cruelty. They are the vile poison that
plagues all elvenkind.”
— Nelar Autumnwell,
elf cleric of Corellon Larethian
A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior. Alien Tyrants. Neogi usually dwell in far-flung locations on the Material Plane, as well
) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior. Alien Tyrants. Neogi usually dwell in far-flung locations on the Material Plane, as well
) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
brutal and bloodthirsty, as inimical to life as any plague or poison, and they take delight in the suffering of those who come into their reach. This place is rife with undead, of all varieties. In
addition to the Shadow King, the Crypt houses several other liches, undead sorcerous vassals to Larloch. He calls upon their power when he has need, but otherwise leaves them alone to conduct the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
brutal and bloodthirsty, as inimical to life as any plague or poison, and they take delight in the suffering of those who come into their reach. This place is rife with undead, of all varieties. In
addition to the Shadow King, the Crypt houses several other liches, undead sorcerous vassals to Larloch. He calls upon their power when he has need, but otherwise leaves them alone to conduct the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of great need, Laeral can command Vajra to unleash Force Grey. Until that order is given, Force Grey isn’t allowed to conduct operations in Waterdeep, though Laeral’s spies tell her that Vajra has
Damage Resistances fire
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 60 ft., passive Perception 21
Languages Common, Draconic, Dwarvish, Elvish, Giant, Infernal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of great need, Laeral can command Vajra to unleash Force Grey. Until that order is given, Force Grey isn’t allowed to conduct operations in Waterdeep, though Laeral’s spies tell her that Vajra has
Damage Resistances fire
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 60 ft., passive Perception 21
Languages Common, Draconic, Dwarvish, Elvish, Giant, Infernal
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
throws against poison and resistance against poison damage. They speak Common and Dwarvish. You should familiarize yourself with the key NPCs detailed below. Any of the information that isn’t secret
friend is on the proper path. Jormun Thunderwind. Jormun (NG male dwarf priest) is Tannus’s father, and will conduct the ceremony to marry his son to Gwendolyn. He carries a warhammer and a shield
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
throws against poison and resistance against poison damage. They speak Common and Dwarvish. You should familiarize yourself with the key NPCs detailed below. Any of the information that isn’t secret
friend is on the proper path. Jormun Thunderwind. Jormun (NG male dwarf priest) is Tannus’s father, and will conduct the ceremony to marry his son to Gwendolyn. He carries a warhammer and a shield
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Thunderwing was Xanthoria’s friend until the druid’s mind became twisted by the influence of Zuggtmoy, causing Xanthoria to conduct grisly experiments on living creatures. Thunderwing is one of
cavern was created by Xanthoria to conduct more experiments. Specifically, Xanthoria found herself able to communicate with other beings that had been infected with her spores and wanted to understand
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Thunderwing was Xanthoria’s friend until the druid’s mind became twisted by the influence of Zuggtmoy, causing Xanthoria to conduct grisly experiments on living creatures. Thunderwing is one of
cavern was created by Xanthoria to conduct more experiments. Specifically, Xanthoria found herself able to communicate with other beings that had been infected with her spores and wanted to understand
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
poison and psychic damage. Pool. Stairs lead down into the pool from one corner of the surrounding walkway. Bavlorna tries to bathe in the pool once a day to keep her skin from drying out and cracking, but
corner above the door at the top of the stairs, outside area B13. The nest is a Medium object with AC 11, 12 hit points, and immunity to poison and psychic damage. It holds a swarm of insects (wasps
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
poison and psychic damage. Pool. Stairs lead down into the pool from one corner of the surrounding walkway. Bavlorna tries to bathe in the pool once a day to keep her skin from drying out and cracking, but
corner above the door at the top of the stairs, outside area B13. The nest is a Medium object with AC 11, 12 hit points, and immunity to poison and psychic damage. It holds a swarm of insects (wasps
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
creature that ends its turn in the room takes 1 poison damage. Creatures reduced to 0 hit points by the gas have the unconscious condition but are stable rather than dying. If all characters succumb
(see appendix B) conduct a storm ceremony under the supervision of Kanadius (lawful good, human champion of Gorm; see appendix B), the Grand Master of Gorm. Kanadius—who wears a Helm of Telepathy— is
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
creature that ends its turn in the room takes 1 poison damage. Creatures reduced to 0 hit points by the gas have the unconscious condition but are stable rather than dying. If all characters succumb
(see appendix B) conduct a storm ceremony under the supervision of Kanadius (lawful good, human champion of Gorm; see appendix B), the Grand Master of Gorm. Kanadius—who wears a Helm of Telepathy— is
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
slab, where the Heralds of Dust conduct a brief inspection before arranging it to be sent to another area of the Mortuary. Coffin Fitting. Crafters measure corpses for coffins, caskets, and sarcophagi
, and immunity to poison and psychic damage. Casting remove curse on the stele or destroying the stele frees the soul trapped inside, which manifests as a specter. For 1 minute, the specter is friendly
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
balcony overhead. Creaky staircases lead down to area 5. Guests often congregate here in the evening to schmooze and conduct illicit business dealings. 11. Bridge Captain Storn and six of his deckhands are
on which rests a locked wooden chest rigged with a poison needle trap (see the “Sample Traps” section in chapter 5 of the Dungeon Master’s Guide). Lord Drylund hides the key inside a miniature “dead
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
threshold of 10, and immunity to psychic and poison damage. Forcing open a set of barred gates requires a successful DC 28 Strength check. Two 30-foot-tall cylindrical stone towers flank each gate and watch
Hooked Knucklehead This longstanding inn caters to the scrimshanders and traders who come to Bryn Shander from other towns to conduct business. The innkeeper, Barton (NG male Illuskan human commoner
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
slab, where the Heralds of Dust conduct a brief inspection before arranging it to be sent to another area of the Mortuary. Coffin Fitting. Crafters measure corpses for coffins, caskets, and sarcophagi
, and immunity to poison and psychic damage. Casting remove curse on the stele or destroying the stele frees the soul trapped inside, which manifests as a specter. For 1 minute, the specter is friendly
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
balcony overhead. Creaky staircases lead down to area 5. Guests often congregate here in the evening to schmooze and conduct illicit business dealings. 11. Bridge Captain Storn and six of his deckhands are
on which rests a locked wooden chest rigged with a poison needle trap (see the “Sample Traps” section in chapter 5 of the Dungeon Master’s Guide). Lord Drylund hides the key inside a miniature “dead
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
threshold of 10, and immunity to psychic and poison damage. Forcing open a set of barred gates requires a successful DC 28 Strength check. Two 30-foot-tall cylindrical stone towers flank each gate and watch
Hooked Knucklehead This longstanding inn caters to the scrimshanders and traders who come to Bryn Shander from other towns to conduct business. The innkeeper, Barton (NG male Illuskan human commoner