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Returning 35 results for 'poison span'.
Other Suggestions:
poison space
poison slam
poison speak
poised span
poison spear
Spells
Player’s Handbook
chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the
like.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing
Monsters
Candlekeep Mysteries
skitterwidgets are constructs with no natural life span, there is no telling how many kiddywidgets a pair of skitterwidgets can produce.
Growth Cycle. It takes 3d6;{"diceNotation":"3d6","rollType
skitterwidgets that are created rather than born, kiddywidgets aren’t beholden to the wearer of a control ring, even after they grow to become skitterwidgets.Lightning, Poison
Backgrounds
Guildmasters’ Guide to Ravnica
.)
Simic Guild Spells
Spell Level
Spells
Cantrip
acid splash, druidcraft
1st
detect poison and disease, expeditious retreat, jump
2nd
alter self, enhance
my research and any other tasks I have to complete.
Contacts
The fluid nature of clades, whose rosters span different laboratories and change as researchers discover new interests, creates
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years. Squat and often bearded, the original dwarves carved cities and
of 120 feet. Dwarven Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition. Dwarven Toughness. Your Hit Point
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years. Squat and often bearded, the original dwarves carved cities
with a range of 120 feet. Dwarven Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition. Dwarven Toughness. Your Hit
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years. Squat and often bearded, the original dwarves carved cities
with a range of 120 feet. Dwarven Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition. Dwarven Toughness. Your Hit
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
for extended missions. “They make excellent scouts and are capable aerial attackers, but their attention span is frustratingly wanting.”
—The demon lord Pazuzu
Hazvongel Huge Fiend (Demon
(+0)
Saving Throws Con +8, Wis +7
Skills Perception +7
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
for extended missions. “They make excellent scouts and are capable aerial attackers, but their attention span is frustratingly wanting.”
—The demon lord Pazuzu
Hazvongel Huge Fiend (Demon
(+0)
Saving Throws Con +8, Wis +7
Skills Perception +7
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years. Squat and often bearded, the original dwarves carved cities and
of 120 feet. Dwarven Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition. Dwarven Toughness. Your Hit Point
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like. The wall is an object made of
stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like. The wall is an object made of
stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like. The wall is an object made of
stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like. The wall is an object made of
stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the servants of just deities and ageless forces of good. Their interests span the planes, but they rarely intervene in conflicts on the worlds of the Material Plane. When they act, they lead vast
Wis 25 +7 +7
Cha 30 +10 +10
Skills Perception +14
Immunities Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 24
Languages
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the servants of just deities and ageless forces of good. Their interests span the planes, but they rarely intervene in conflicts on the worlds of the Material Plane. When they act, they lead vast
Wis 25 +7 +7
Cha 30 +10 +10
Skills Perception +14
Immunities Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 24
Languages
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. The Whisker A long and narrow span of wiry metal forms a bridge across a hollow in the Spire. Other metallic protrusions jut from the vertical walls.
This 200-foot-long, 5-foot-wide bridge connects
bear the characters’ weight, it is fragile. Damaging the Bridge. Each 5-foot segment of the bridge is a Large object with AC 15, 10 hit points, vulnerability to lightning damage, and immunity to poison
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, while at other times they slip into a village, knock out their targets with poison, and spirit their captives away without even waking the neighborhood dogs. Sometimes a raid uses both tactics; one
laid out across blood-stained altars and sacrificed to Lolth. The drow know how vulnerable they are during daylight, so they typically plan raids that can be executed within the span of a single night
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, while at other times they slip into a village, knock out their targets with poison, and spirit their captives away without even waking the neighborhood dogs. Sometimes a raid uses both tactics; one
laid out across blood-stained altars and sacrificed to Lolth. The drow know how vulnerable they are during daylight, so they typically plan raids that can be executed within the span of a single night
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. The Whisker A long and narrow span of wiry metal forms a bridge across a hollow in the Spire. Other metallic protrusions jut from the vertical walls.
This 200-foot-long, 5-foot-wide bridge connects
bear the characters’ weight, it is fragile. Damaging the Bridge. Each 5-foot segment of the bridge is a Large object with AC 15, 10 hit points, vulnerability to lightning damage, and immunity to poison
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must
span the length of its shaft. When you whisper the word “seek” and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don’t
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must
span the length of its shaft. When you whisper the word “seek” and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don’t
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
hundred chanting, swaying, convulsing zealots can add a large dose of eerie atmosphere to the characters’ investigations. Map 8.3: Temple of Tharizdun View Player Version T1. Milden Span A tangled wall of
ruined jumble of buildings.
Unless the characters want to swim in, clamber down the side of several stories of buildings, or use magic, this bridge (known locally as the Milden Span for its long
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
hundred chanting, swaying, convulsing zealots can add a large dose of eerie atmosphere to the characters’ investigations. Map 8.3: Temple of Tharizdun View Player Version T1. Milden Span A tangled wall of
ruined jumble of buildings.
Unless the characters want to swim in, clamber down the side of several stories of buildings, or use magic, this bridge (known locally as the Milden Span for its long
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
business deals, and he makes friends easily. Like many sun elves, Davil has an affinity for magic and is gifted with the kind of patience that comes with a long life span. Unlike most, he’s not the least
13(+1)
Saving Throws Con +5, Wis +6
Skills Intimidation +4, Religion +3
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 13
Languages Common, Dwarvish
Challenge 8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
business deals, and he makes friends easily. Like many sun elves, Davil has an affinity for magic and is gifted with the kind of patience that comes with a long life span. Unlike most, he’s not the least
13(+1)
Saving Throws Con +5, Wis +6
Skills Intimidation +4, Religion +3
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 13
Languages Common, Dwarvish
Challenge 8
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
desperate times. Ghouls and zombies threaten their existence, and grung poison is ineffective against the undead. Consequently, the grungs are strongly incentivized to use outsiders to solve their
lovestruck king who seeks to woo the goddess Nangnang. Charismatic but unstable, Groak can swing from friendly to homicidal in the span of a few seconds. Because of this, his people dare not even
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
desperate times. Ghouls and zombies threaten their existence, and grung poison is ineffective against the undead. Consequently, the grungs are strongly incentivized to use outsiders to solve their
lovestruck king who seeks to woo the goddess Nangnang. Charismatic but unstable, Groak can swing from friendly to homicidal in the span of a few seconds. Because of this, his people dare not even
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
draconic creature twisted by demonic rage. Covered in iron spikes protruding from his bleeding flesh, this overlord looms fifteen feet high at the shoulders, and his wings span over forty feet. While in
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses truesight 120 ft
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
draconic creature twisted by demonic rage. Covered in iron spikes protruding from his bleeding flesh, this overlord looms fifteen feet high at the shoulders, and his wings span over forty feet. While in
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses truesight 120 ft
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
span the vast ceiling, which glitters with thousands of tiny gems.
The center of the area holds a sunken gambling pit that is packed with people, sitting in leather-upholstered chairs around tables
trap, which sprays anyone who tries to pick the lock with a potent contact poison. The trap can be detected with a successful DC 16 Intelligence (Arcana or Investigation) check and disarmed with a DC
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
span the vast ceiling, which glitters with thousands of tiny gems.
The center of the area holds a sunken gambling pit that is packed with people, sitting in leather-upholstered chairs around tables
trap, which sprays anyone who tries to pick the lock with a potent contact poison. The trap can be detected with a successful DC 16 Intelligence (Arcana or Investigation) check and disarmed with a DC
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
contained in the crypts (detailed below). Containment Crypts. Eight cylindrical glass crypts span the height of the vault. A permanent magic circle spell (save DC 15) in each tube prevents the
, 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->Waterdeep: Dragon Heist
immunity to poison and psychic damage. V4. Hall of Moradin This 20-foot-high hall has the following features: Three pillars running the length of the hall are carved to resemble warhammers, with their
secret door.) Three archways in the east wall lead to crumbling bridges that span the entrance foyer (area V2) and end in front of adamantine doors (leading to areas V6, V7, and V8). Black Pudding. A
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
contained in the crypts (detailed below). Containment Crypts. Eight cylindrical glass crypts span the height of the vault. A permanent magic circle spell (save DC 15) in each tube prevents the
, 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->Waterdeep: Dragon Heist
immunity to poison and psychic damage. V4. Hall of Moradin This 20-foot-high hall has the following features: Three pillars running the length of the hall are carved to resemble warhammers, with their
secret door.) Three archways in the east wall lead to crumbling bridges that span the entrance foyer (area V2) and end in front of adamantine doors (leading to areas V6, V7, and V8). Black Pudding. A