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Returning 35 results for 'poisoned about and his connected'.
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Monsters
Fizban's Treasury of Dragons
a DC 16 Constitution saving throw or take 17 (5d6);{"diceNotation":"5d6", "rollType":"damage", "rollAction":"Spore Salvo", "rollDamageType":"poison"} poison damage and become poisoned for 1 minute
. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs in the depths of the Underdark, deep dragons are
Monsters
Fizban's Treasury of Dragons
succeed on a DC 19 Constitution saving throw or take 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"", "rollDamageType":"poison"} poison damage and become poisoned for 1 minute. The
poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs in the depths of the Underdark, deep dragons are nightmarish
Monsters
Planescape: Adventures in the Multiverse
poisoned condition. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it
the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities.
Ancient time dragon;Ancient time dragons can create temporal gates connected
Monsters
Planescape: Adventures in the Multiverse
damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage, it has the poisoned condition, and other
dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish
Compendium
- Sources->Dungeons & Dragons->Monster Manual
connected to ravenous alien beings and serve as their feeding appendages. 5 Vestiges of an ancient evil that will return if grells collectively consume enough creatures. 6 Without souls, but convinced
. The target is also subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
connected to ravenous alien beings and serve as their feeding appendages. 5 Vestiges of an ancient evil that will return if grells collectively consume enough creatures. 6 Without souls, but convinced
. The target is also subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
space is filled with creatures strapped down to tables or chained to the floor, all attended to by lizardfolk workers. In this west wing of the lab, two owlbears are chained to the floor, connected by
-headed owlbear stat block which includes the following changes: It has the undead type instead of the monstrosity type. It has vulnerability to bludgeoning damage. It is immune to poison damage and the poisoned condition, and is immune to exhaustion.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Haunting Revenant Haunting revenants possess ruins and forsaken places connected with their deaths—such as abandoned buildings, wrecked ships, or junk heaps. These revenants lurk in plain sight
Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Truesight 60 ft.; Passive Perception 14
Languages Common plus two other
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Haunting Revenant Haunting revenants possess ruins and forsaken places connected with their deaths—such as abandoned buildings, wrecked ships, or junk heaps. These revenants lurk in plain sight
Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Truesight 60 ft.; Passive Perception 14
Languages Common plus two other
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
space is filled with creatures strapped down to tables or chained to the floor, all attended to by lizardfolk workers. In this west wing of the lab, two owlbears are chained to the floor, connected by
-headed owlbear stat block which includes the following changes: It has the undead type instead of the monstrosity type. It has vulnerability to bludgeoning damage. It is immune to poison damage and the poisoned condition, and is immune to exhaustion.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a shaft connected to the surface. The pools have varying shapes and depths, with a bronze statue of Pharika holding out a bowl for offerings overlooking many of them. One small but deep pool contains
experiments on humanoid subjects. The cages lining the walls are meant for beasts used in experiments. Secret passages connected to these chambers connects to the pools and the surface. Map 4.12: Healing
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a shaft connected to the surface. The pools have varying shapes and depths, with a bronze statue of Pharika holding out a bowl for offerings overlooking many of them. One small but deep pool contains
experiments on humanoid subjects. The cages lining the walls are meant for beasts used in experiments. Secret passages connected to these chambers connects to the pools and the surface. Map 4.12: Healing
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
enemies alike to destroy them, as its warped soul seeks to erase anything connected to its former life. Minions of Orcus are the one exception to this compulsion; a bodak recognizes them as kindred souls
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages Abyssal, the languages it knew in life
Challenge 6 (2,300 XP) Proficiency Bonus +3
Death
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cog rises from the water, with two matching cogs connected to it. Rusty metal conduits stretch from the cavern walls to the cogs. The water of the lake is slimy, with pinpricks of phosphorescent light
twinkling in the murk.
The cavern ceiling is 20 feet above the foul surface of the lake, which is 20 feet deep. Any creature that drinks the water is poisoned until it regurgitates the liquid, which
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
enemies alike to destroy them, as its warped soul seeks to erase anything connected to its former life. Minions of Orcus are the one exception to this compulsion; a bodak recognizes them as kindred souls
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages Abyssal, the languages it knew in life
Challenge 6 (2,300 XP) Proficiency Bonus +3
Death
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cog rises from the water, with two matching cogs connected to it. Rusty metal conduits stretch from the cavern walls to the cogs. The water of the lake is slimy, with pinpricks of phosphorescent light
twinkling in the murk.
The cavern ceiling is 20 feet above the foul surface of the lake, which is 20 feet deep. Any creature that drinks the water is poisoned until it regurgitates the liquid, which
Magic Items
Infernal Machine Rebuild
.
Silver Wire. The Infernal Machine’s great size makes it largely immobile. To make ongoing use of the machine (such as while adventuring), it can be connected to its attuned user by a silver wire
Charisma checks.
Any food and drink you eat spoils as you swallow it. Each time you eat or drink, you are poisoned for 1 hour.
12
You have a +1 bonus to attack rolls with weapons or spells
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(level 1–4, dangerous threat) The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their lairs. It consists of a trip wire strung across a hallway and connected to a
, you fall down!
And you get hurt! That’s the best part.
Poison Needle Simple trap (level 1–4, deadly threat) A tiny, poisoned needle hidden in a lock is a good way to discourage thieves from
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, frightened, poisoned
Senses passive Perception 12
Languages Common, Sylvan
Challenge 1 (200 XP)
Hide in Plain Sight. The alseid has advantage on Dexterity (Stealth) checks made to hide while it
Immunities charmed, frightened, poisoned
Senses passive Perception 11
Languages Common, Sylvan
Challenge 3 (700 XP)
Corpse Stride. Once on its turn, the lampad can use 10 feet of its movement to step
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(level 1–4, dangerous threat) The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their lairs. It consists of a trip wire strung across a hallway and connected to a
, you fall down!
And you get hurt! That’s the best part.
Poison Needle Simple trap (level 1–4, deadly threat) A tiny, poisoned needle hidden in a lock is a good way to discourage thieves from
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, frightened, poisoned
Senses passive Perception 12
Languages Common, Sylvan
Challenge 1 (200 XP)
Hide in Plain Sight. The alseid has advantage on Dexterity (Stealth) checks made to hide while it
Immunities charmed, frightened, poisoned
Senses passive Perception 11
Languages Common, Sylvan
Challenge 3 (700 XP)
Corpse Stride. Once on its turn, the lampad can use 10 feet of its movement to step
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities. Ancient time dragons can create temporal gates connected to
52 (8d12) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage, it has the poisoned condition
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities. Ancient time dragons can create temporal gates connected to
52 (8d12) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage, it has the poisoned condition
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
other rows. Gas Trap. The hinges on the front pews are larger and stronger because they include rods that are connected to valves inside the pew. If the seat on either of the front pews is lifted up, a
cloud of poison gas fills the whole room in 2 rounds. A character caught in the gas must succeed on a DC 15 Constitution saving throw or become poisoned for 48 hours. If the hinges are noticed and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
seeks out both its former allies and its former enemies to destroy them, as its warped soul seeks to erase anything connected to its former life. Minions of Orcus are the one exception to this compulsion
Damage Immunities lightning, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages Abyssal, the languages it knew in life
Challenge 6
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
seeks out both its former allies and its former enemies to destroy them, as its warped soul seeks to erase anything connected to its former life. Minions of Orcus are the one exception to this compulsion
Damage Immunities lightning, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages Abyssal, the languages it knew in life
Challenge 6
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
other rows. Gas Trap. The hinges on the front pews are larger and stronger because they include rods that are connected to valves inside the pew. If the seat on either of the front pews is lifted up, a
cloud of poison gas fills the whole room in 2 rounds. A character caught in the gas must succeed on a DC 15 Constitution saving throw or become poisoned for 48 hours. If the hinges are noticed and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
dwarves. Any dwarf character can tell genuine dwarven ale from the fake stuff simply by having a taste. Drunken Elf Any elf who is poisoned from drinking alcohol qualifies as this key. Gems Worth at
characters can gain an audience with Laeral or Vajra through Renaer Neverember or another well-connected NPC. If the characters tell Laeral or Vajra the truth about the Vault of Dragons and promise to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
dwarves. Any dwarf character can tell genuine dwarven ale from the fake stuff simply by having a taste. Drunken Elf Any elf who is poisoned from drinking alcohol qualifies as this key. Gems Worth at
characters can gain an audience with Laeral or Vajra through Renaer Neverember or another well-connected NPC. If the characters tell Laeral or Vajra the truth about the Vault of Dragons and promise to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
despotic noble, you learned to smell poisoned pastries a mile off. A shame that your siblings weren’t so talented.
8 As a server in a tavern, you refined the perfect hangover cure but never wrote
no idea what’s going on.
3 You have an entire room dedicated to notes and sketches connected by red yarn.
4 Your plans are so detailed that they have plans of their own.
5 You find
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
handle of the door is connected to a hidden wire that releases a large stone above the door onto anyone who tries to open it. A character who has a passive Perception score of 16 or higher notices the
the gas’s area must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failed save or half as much on a successful one. Creatures that fail this saving throw are poisoned for 1
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
despotic noble, you learned to smell poisoned pastries a mile off. A shame that your siblings weren’t so talented.
8 As a server in a tavern, you refined the perfect hangover cure but never wrote
no idea what’s going on.
3 You have an entire room dedicated to notes and sketches connected by red yarn.
4 Your plans are so detailed that they have plans of their own.
5 You find
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
handle of the door is connected to a hidden wire that releases a large stone above the door onto anyone who tries to open it. A character who has a passive Perception score of 16 or higher notices the
the gas’s area must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failed save or half as much on a successful one. Creatures that fail this saving throw are poisoned for 1
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
a drow hang suspended from hooks connected to chains. Blood pools on the floor beneath them. Beetles scurry along the floor, walls, and down the chains and onto the victims, which faintly struggle
the eater to make a DC 15 Constitution saving throw after 2d4 minutes. Failure indicates the consumer is poisoned. A creature poisoned in this way can repeat the saving throw at the end of each hour
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
behind total cover takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw or take 22 (4d10) poison damage and have the poisoned condition for 1 hour. A character who
notices a suspicious absence of footprints in this hallway. A character searching the floor for traps finds a 5-foot-long, 10-foot-deep pit hidden under rotted wooden planks. The pit has poisoned