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6d6 (6~36)
Fire damage
Showing below up to 50 results in range #51 to #100.
- Creature suffers an additional 1d6
Necrotic damage from the spellcaster.
- It also has
Disadvantage on Intelligence Checks.
- Creature suffers an additional 1d6
Necrotic damage from the spellcaster.
- It also has
Disadvantage on Strength Checks.
- Creature suffers an additional 1d6
Necrotic damage from the spellcaster.
- It also has
Disadvantage on Wisdom Checks.
- Can't move or take
Actions,
Bonus actions, or
Reactions, and has
Disadvantage on
Strength and Dexterity saving throws.
- Attacks against a Prone creature have
Advantage if they're made within
3 m / 10 ft of the creature.
- At the end of its turn or when it takes damage, the entity can try to shake off the effect.
- Affected entity receives -3 to its Armour Class
- Affected entity suffers an additional 1d6
Physical from attack hits.
- When a Houndmaster's dog (Zina, Gordis, Rocky) hits the target, it gains , gaining 30 Temporary Hit Points.
- Affected entity suffers an additional 1d6
Weapon damage if the spellcaster hits it with a weapon attack.
- Knocked Prone out of sheer elation. Sides splitting, lungs gasping for air - you're enjoying yourself, aren't you?
- Takes 1d4
Fire damage per turn.
- CANNOT be removed with the Healing Type Potion or gaining . action, using a
- The entity affected cannot regain Hit Points
- Swarming, biting locusts fill the air. They deal 4d10
Piercing per turn, make the area , and impose
Disadvantage on Perception Checks.
- Hostile to everyone in the vicinity.
- Movement Speed reduced to 0, and has
Disadvantage on Dexterity Saving Throws.
- Removed by healing.
- The Steel Watcher is
- At the start of Cazador's turns, this creature may become and take 3~18
Necrotic while within
4 m / 13 ft of the vampire.
- Stunned by a wild joke. Can't move or take Actions, Bonus Actions, or Reactions until damaged.
- Cannot move.
- Affected entities have
Disadvantage on Ability Checks and
Attack rolls.
- Ghostly flames engulf any creature that enters this silvery light or starts its turn inside the light. They deal 2d10
Radiant. On a successful save, targets still take half damage.
- Creature is engulfed by ghostly flames that dead 2~20
Radiant damage per turn. On a successful save, the creature still takes half damage.
- The blessing of Dame Aylin's divine mother deals 2d10
Radiant to foes that come within
3 m / 10 ft of her or start their turn there.
- Affect entity is covered in hardened mud and its Movement Speed is halved.
- Attack Rolls against it have
Advantage, while the entity's Attack Rolls and Dexterity Saving Throws have
Disadvantage.
- Removes Burning and the entity becomes Resistant to Fire damage.
- Cannot move.
- Attack Rolls against the affected creature have
Advantage.
- The creature's Attack Rolls and Dexterity Saving Throws have
Disadvantage.
- Affected entity can't move.
- Affected entity takes 1d4
Poison each turn. It must succeed a
Constitution saving throw or take an additional 2d4
Poison, taking half damage in a success.
- The affected entity has
Disadvantage on Strength and Dexterity
Ability checks, and
Attack rolls against the entity have
Advantage.
- Removed by taking damage or when .
- Suffers
Disadvantage on
Attack rolls and Ability Checks.
- Incapacitated. Can't move or take actions, bonus actions, or reactions.
- Cannot move or take
Actions,
Bonus actions, or
Reactions.
- Automatically fails all
Strength and Dexterity saving throws.
Attack rolls against the creature have
Advantage.
- Any
Attack roll made against this creature by an attacker within
3 m / 10 ft is an automatic Critical Hit.
- Creature is Incapacitated
- Vulnerable to
Slashing,
Piercing, and
Bludgeoning damage.
- Automatically fails all Strength and Dexterity
Saving throws
- Any Attack Roll made against this creature by an attacker within
3 m / 10 ft automatically hits and is an automatic Critical Hit
- Turned to stone. Can't move or take
Actions,
Bonus actions, or
Reactions.
Haunted by an echo of the last thing that attacked them.
- Takes 1d6
Psychic damage each turn.
- When the target takes damage from another source, Phantasmal Force changes to that damage type.
- At the end of each turn, the target makes an
Intelligence saving throw. On a success, the condition ends.
- Affected entity is haunted by its worst nightmares.
- It takes 4d10
Psychic damage per turn, can't move, and has
Disadvantage on Ability Checks and Attack Rolls.
- Take 1d4
Piercing damage at the beginning of each turn and Movement Speed is reduced by
Range: 3 m / 10 ft.
- Suffers
Disadvantage on
Attack rolls and Ability Checks.
- Suffers
Disadvantage on
Attack rolls and Ability Checks.
- Inflicts 3d6
Poison every turn until a successful DC 13
Constitution saving throw.
- Takes 1d4
Poison damage per turn.
- Suffers
Disadvantage on Attack Rolls and Ability Checks.
- Can't move or take
Actions,
Bonus actions, or
Reactions, and has
Disadvantage on
Strength and Dexterity saving throws.
- Attacks against a Prone creature have
Advantage if they're made within
3 m / 10 ft of the creature.
- A Prone creature must spend half its Movement Speed to stand up.
- A character with the Athlete feat spends only
1.5 m / 5 ft of Movement Speed to stand up.
- A character with the Athlete feat spends only
- All entities with or in this aura have their movement speed halved.
- Cannot move.
Attack rolls against the affected entity have
Advantage, while the entity's
Attack rolls and
Dexterity saving throws have
Disadvantage
![D6 Fire.png](/w/images/thumb/9/96/D6_Fire.png/27px-D6_Fire.png)
![Damage Types](/w/images/thumb/8/84/Fire_Damage_Icon.png/25px-Fire_Damage_Icon.png)
- Entity can't move or take actions, bonus actions, or reactions while enveloped in vampiric magic.
- If Cazador draws power from all the spawns bound this way three times, he will ascend.
- Grants resistance to all damage types.
Target has been psionically drained.
- Incapacitated
- Unconsicous
This cursed energy drains vitality of anyone who dares get closer.
- Any creature within range of the affected entity gains the condition , and takes 4d6+4
Necrotic per turn. Take half damage on succeeding DC 8
Wisdom saving throw.
- Target is cursed.
- Takes 1d6
Fire damage per turn.
- The condition ends if target succeeds a Constitution
Saving throw.
- Affected entity is possessed by frenzied shadows and will attack the nearest creature. Its weapon attacks deal an additional 1d4
Necrotic damage.
- The Lady of Loss you, causing a temporary lapse in your agility.
Armour Class is reduced by 2.
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