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Returning 35 results for 'some gnomes poison'.
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Monsters
Phandelver and Below: The Shattered Obelisk
’t put him to sleep.
Sunlight Sensitivity. Nezznar has disadvantage on attack rolls while he or his target is in sunlight.Multiattack. Nezznar makes two Poison Blast attacks.
Poison Blast. Melee
or Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Poison Blast"} to hit, reach 5 ft. or range 120 ft., one creature. Hit: 9 (2d8);{"diceNotation":"2d8", "rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"3d8", "rollType":"damage", "rollAction":"Bite (Poison)", "rollDamageType":"poison"} poison damage.An iron cobra is exactly what its name implies: a metal snake with a poisonous bite. Gnomes load this
takes the Dash action, moving toward the nearest creature.
3–4 Paralysis. The target is paralyzed until the end of its next turn.
5–6: Poison. The target takes 13 (3d8);{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attacker.The thick plates of stone riveted onto a stone defender give it substantial protection. Its chief role is as a bodyguard.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has
clockwork’s turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
8
Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. If detected, it sends electrical shocks through the ground toward pursuers while it retreats.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed
roll a 1, the clockwork is incapacitated until the end of its turn.
8
Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
Poison
monsters
Hatred. The mitflit has Advantage on attack rolls against dwarves and gnomes.
Keen Smell. The mitflit has Advantage on Wisdom (Perception) checks that rely on smell.
Self-Loathing. The
", "rollType":"damage", "rollAction":"Blowgun", "rollDamageType":"Poison"} Poison damage.
Spellcasting. The mitflit casts one of the following spells, requiring no Material components and using Wisdom as
monsters
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Druidcraft, Poison Spray (2d12;{"diceNotation":"2d12", "rollType":"roll", "rollAction":"Spellcasting", "rollDamageType":"Poison
"} Poison damage), Produce Flame (2d8;{"diceNotation":"2d8", "rollType":"roll", "rollAction":"Spellcasting", "rollDamageType":"Fire"} Fire damage)
2/Day Each: Barkskin, Entangle, Faerie Fire, Meld Into
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Submarine Features The Scarlet Marpenoth has AC 20, 300 hit points, a damage threshold of 15, and immunity to poison and psychic damage. The submarine’s structural integrity fails when the vessel
can hold up to 10 passengers plus 2 tons of cargo. The submarine has the following general features: Interior spaces are unlit. (The drow and the gnomes rely on darkvision to see.) All furnishings and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Submarine Features The Scarlet Marpenoth has AC 20, 300 hit points, a damage threshold of 15, and immunity to poison and psychic damage. The submarine’s structural integrity fails when the vessel
can hold up to 10 passengers plus 2 tons of cargo. The submarine has the following general features: Interior spaces are unlit. (The drow and the gnomes rely on darkvision to see.) All furnishings and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Zilargo Capital: Trolanport Hallmarks: Alchemy, education, elemental binding, entertainment, gnomes, precious stones At first glance, the homeland of the gnomes appears to be a paradise. City streets
and a seat on the Triumvirate that governs the nation; the Trust reports to the Triumvirate. The Zil gnomes built this system, and they are quite happy with it. Their streets are safe, and as long as
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Zilargo Capital: Trolanport Hallmarks: Alchemy, education, elemental binding, entertainment, gnomes, precious stones At first glance, the homeland of the gnomes appears to be a paradise. City streets
and a seat on the Triumvirate that governs the nation; the Trust reports to the Triumvirate. The Zil gnomes built this system, and they are quite happy with it. Their streets are safe, and as long as
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is prone to bouts of violence as Zuggtmoy’s spores take over his mind. It’s possible the characters could provoke a fight. If they do, some of the prisoners (including the deep gnomes) egg on the
information on drow poison.) The guards let any fight play out for their own amusement as long as the prisoners don’t seem likely to actually kill one another.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is prone to bouts of violence as Zuggtmoy’s spores take over his mind. It’s possible the characters could provoke a fight. If they do, some of the prisoners (including the deep gnomes) egg on the
information on drow poison.) The guards let any fight play out for their own amusement as long as the prisoners don’t seem likely to actually kill one another.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Zilargo Capital: Korranberg Noted for Gnomes, alchemy, education, elemental binding, entertainment, precious stones Zilargo is the homeland of the gnomes, and at first glance it appears to be a
major city has a democratically elected ruling council and a seat on the Triumvirate that governs the nation; the Trust reports to the Triumvirate. The Zil gnomes built this system, and they are
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Zilargo Capital: Korranberg Noted for Gnomes, alchemy, education, elemental binding, entertainment, precious stones Zilargo is the homeland of the gnomes, and at first glance it appears to be a
major city has a democratically elected ruling council and a seat on the Triumvirate that governs the nation; the Trust reports to the Triumvirate. The Zil gnomes built this system, and they are
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Iron Cobra An iron cobra is exactly what its name implies: a metal snake with a poisonous bite. In addition to standard poisons, gnomes load this clockwork with alchemical concoctions that can
(+2)
INT
3(−4)
WIS
10(+0)
CHA
1(−5)
Skills Stealth +7
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Iron Cobra An iron cobra is exactly what its name implies: a metal snake with a poisonous bite. In addition to standard poisons, gnomes load this clockwork with alchemical concoctions that can
(+2)
INT
3(−4)
WIS
10(+0)
CHA
1(−5)
Skills Stealth +7
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, but as a bodyguard for gnomes and other clockworks. Stone Defender
Medium construct, unaligned
Armor Class 16 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft.
STR
19(+4)
DEX
10(+0)
CON
17(+3)
INT
3(−4)
WIS
10(+0)
CHA
1(−5)
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
threshold of 20, resistance to thunder damage, and immunity to poison and psychic damage. The terrace between the top of the stairs and the gate has a slight upward slope. The slope imposes disadvantage
on checks made to ram the gate. Eight deep gnomes guard the gate. One of them carries a spell gem (see appendix B) that contains a see invisibility spell and uses it to scan for invisible creatures
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, but as a bodyguard for gnomes and other clockworks. Stone Defender
Medium construct, unaligned
Armor Class 16 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft.
STR
19(+4)
DEX
10(+0)
CON
17(+3)
INT
3(−4)
WIS
10(+0)
CHA
1(−5)
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
airtight. The gnomes built these crablike contraptions to grip and move other objects, rather like crude forklifts. However, the contraptions are so clumsy that they are useless for delicate work. They are
just small enough to navigate Gnomengarde’s 5-foot-wide passageways. Each barrel crab is a Large object with AC 15, 30 hit points, a Strength score of 10, and immunity to poison and psychic damage. It
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
airtight. The gnomes built these crablike contraptions to grip and move other objects, rather like crude forklifts. However, the contraptions are so clumsy that they are useless for delicate work. They are
just small enough to navigate Gnomengarde’s 5-foot-wide passageways. Each barrel crab is a Large object with AC 15, 30 hit points, a Strength score of 10, and immunity to poison and psychic damage. It
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
threshold of 20, resistance to thunder damage, and immunity to poison and psychic damage. The terrace between the top of the stairs and the gate has a slight upward slope. The slope imposes disadvantage
on checks made to ram the gate. Eight deep gnomes guard the gate. One of them carries a spell gem (see appendix B) that contains a see invisibility spell and uses it to scan for invisible creatures
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
materials; magic is what gives them their intelligence. Most autognomes are programmed to obey the following three directives: defend gnomes who are being attacked by non-gnomes, defend yourself if
ft.
STR
13 (+1)
DEX
6 (−2)
CON
16 (+3)
INT
4 (−3)
WIS
11 (+0)
CHA
6 (−2)
Saving Throws Con +5, Wis +2, Cha +0
Damage Immunities poison
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
materials; magic is what gives them their intelligence. Most autognomes are programmed to obey the following three directives: defend gnomes who are being attacked by non-gnomes, defend yourself if
ft.
STR
13 (+1)
DEX
6 (−2)
CON
16 (+3)
INT
4 (−3)
WIS
11 (+0)
CHA
6 (−2)
Saving Throws Con +5, Wis +2, Cha +0
Damage Immunities poison
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
their own; they require creatures to move them, as well as to load, aim, and fire them. Ballista Large object Armor Class: 15 Hit Points: 50 Damage Immunities: poison, psychic A ballista is a massive
: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage. Cannon Large object Armor Class: 19 Hit Points: 75 Damage Immunities: poison, psychic A cannon uses gunpowder to propel heavy
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
their own; they require creatures to move them, as well as to load, aim, and fire them. Ballista Large object Armor Class: 15 Hit Points: 50 Damage Immunities: poison, psychic A ballista is a massive
: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage. Cannon Large object Armor Class: 19 Hit Points: 75 Damage Immunities: poison, psychic A cannon uses gunpowder to propel heavy
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Belchy, sank in Deepwater Harbor almost a century ago. Lantanese gnomes working for Jarlaxle have managed to repair the construct. Two rounds after the characters corner Fel’rekt and Krebbyg, Big Belchy
, the Eyecatcher, which is anchored in the middle of the harbor 1 mile away. Big Belchy has AC 18, 75 hit points, and immunity to poison and psychic damage. If it is reduced to 0 hit points, it sinks once
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Drow Elite Warrior Drow elite warriors defend their houses and their superiors against all enemies, although they specialize in fighting dwarves, gnomes, and elves (including other drow). They
.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Belchy, sank in Deepwater Harbor almost a century ago. Lantanese gnomes working for Jarlaxle have managed to repair the construct. Two rounds after the characters corner Fel’rekt and Krebbyg, Big Belchy
, the Eyecatcher, which is anchored in the middle of the harbor 1 mile away. Big Belchy has AC 18, 75 hit points, and immunity to poison and psychic damage. If it is reduced to 0 hit points, it sinks once
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Drow Elite Warrior Drow elite warriors defend their houses and their superiors against all enemies, although they specialize in fighting dwarves, gnomes, and elves (including other drow). They
.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Clockworks Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks
, Stealth +7
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages understands one
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Clockworks Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks
, Stealth +7
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages understands one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
check reactivates the disabled engine. Whether it succeeds or fails, each check represents 10 minutes of work. The engine can also be destroyed. It has AC 16, 50 hit points, and immunity to poison and
Qaz’arrt. The drow guard the control room and keep the gnomes on task. Lorella sits in the pilot’s swivel chair, which is bolted to the floor and can be lowered or raised to accommodate a Small or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
check reactivates the disabled engine. Whether it succeeds or fails, each check represents 10 minutes of work. The engine can also be destroyed. It has AC 16, 50 hit points, and immunity to poison and
Qaz’arrt. The drow guard the control room and keep the gnomes on task. Lorella sits in the pilot’s swivel chair, which is bolted to the floor and can be lowered or raised to accommodate a Small or
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
gnomes (see “Changing Svirfneblin Attitudes”). Random Encounters. For each day of exploration, check for random encounters using the tables in chapter 2 and adjust the drow pursuit level as necessary. The
) Tiny AC 11; 4 (1d4 + 2) hit points; speed 10 ft.; Str 10 (+0); no Petrifying Gaze; bite attack is +2 to hit and deals 1 piercing damage plus 1 poison damage on a hit; Challenge 0 (10 XP) Young
(3–12