Cargo query
Showing below up to 50 results in range #401 to #450.
- Spurred on by bloodlust. Next Attack roll will be a Critical Hit.
- Drained and weakened by intense events of a lack of rest.
[[{{{page}}}|Expeditious Retreat]]
- Dash available as a Bonus Action.
[[{{{page}}}|Exploding Flumph]]
- This spirit will explode at the end of the turn. Each creature within 2 m / 7 ft must succeed a Dexterity Saving throw or take 1d6Force.
[[{{{page}}}|Explosion Imminent!]]
- The freezing sphere will explode, casting .
[[{{{page}}}|Explosive Hoard]]
- This mound of coins is primed to explode.
- Creature is distracted. The next attack against the creature from within 1.5 m / 5 ft is guaranteed to be a critical hit.
This light was snuffed out.
[[{{{page}}}|Extra Bonus Action]]
- Grants an additional Bonus action on this turn.
[[{{{page}}}|Eyebite: Sickened]]
- Affected entity has Disadvantage on Attack Rolls and Checks
- Affected entity will be automatically Critically Hit by Viconia's attacks, and it has Disadvantage on Wisdom Saving Throws.
- To end this effect, the creature must deny its False Heart by itself.
- Gain
7
+5
for each spell slot level above the first Temporary Hit Points.
- Disadvantage on Wisdom Saving Throws until Long Rest.
[[{{{page}}}|Fangs of the Fire Snake]]
- Affected entity's fists are flickering with flame. Its melee attacks deal an additional 1d4Fire damage.
- Can possibly nearby beasts and humanoids with its fey presence.
- Has Disadvantage on Ability Checks and Attack rolls.
- It must run from the source of its fear and cannot take any additional actions.
- Targets can make a Saving throw to shake off this effect if they end their turn out of sight from their source of fear.
Rate of falling is slowed, granting Immunity to Falling damage.
- Deal only half damage with weapon attacks that use Strength.
- Has sunk into a magical coma deep enough to imitate death
- Resistant to all damage except Psychic damage, and Disease and Poison no longer have any effect
- Removed when Helped
[[{{{page}}}|Festering Frenzy]]
- This gnoll will become at the start of his next turn.
[[{{{page}}}|Festering Spores]]
- While is active you can spread , , and .
[[{{{page}}}|Fetcher's Favour]]
- Equipped with Mol's tricks of the trade, affected entities can cast , reduce all Fire damage by 5 and gain an additional 1d4 to Charisma Checks and Saving Throws.
- The fumes emanating from the Fetid Ooze eat away at the affected entity, so long as it stays within 2 m / 7 ft.
- 1d6Acid at the start of each round.
- Increasingly feverish. Disadvantage on Ability checks and Saving throws using Strength.
- When the duration ends, make a DC 15 Constitution saving throw. Failing will inflict the condition .
- Duration: 25 turns
- While is active, the affected entity will always trigger its when casting spells.
[[{{{page}}}|Fiendish Obeisance]]
- Affected entity must obey the commands of the fiend directly controlling it.
[[{{{page}}}|Fiendish Obeisance: Kneel]]
- Affected entity has been compelled to kneel by a fiend. It cannot move or take actions, bonus actions, or reactions, and has Disadvantage on Strength and Dexterity Saving throws.
- Attacks against it have Advantage if they're made within 3 m / 10 ft of the entity. The entity must spend half its movement speed to stand up.
[[{{{page}}}|Fiendish Resilience: Acid]]
- You have Resistance to Acid damage.
[[{{{page}}}|Fiendish Resilience: Bludgeoning]]
- You have Resistance to Bludgeoning damage.
[[{{{page}}}|Fiendish Resilience: Cold]]
- You have Resistance to Cold damage.
[[{{{page}}}|Fiendish Resilience: Fire]]
- You have Resistance to Fire damage.
[[{{{page}}}|Fiendish Resilience: Force]]
- You have Resistance to Force damage.
[[{{{page}}}|Fiendish Resilience: Lightning]]
- You have Resistance to Lightning damage.
[[{{{page}}}|Fiendish Resilience: Necrotic]]
- You have Resistance to Necrotic damage.
[[{{{page}}}|Fiendish Resilience: Piercing]]
- You have Resistance to Piercing damage.
[[{{{page}}}|Fiendish Resilience: Poison]]
- You have Resistance to Poison damage.
[[{{{page}}}|Fiendish Resilience: Psychic]]
- You have Resistance to Psychic damage.
[[{{{page}}}|Fiendish Resilience: Radiant]]
- You have Resistance to Radiant damage.
[[{{{page}}}|Fiendish Resilience: Slashing]]
- You have Resistance to Slashing damage.
[[{{{page}}}|Fiendish Resilience: Thunder]]
- You have Resistance to Thunder damage.
- Affected entity can call on diabolic arcana to cast Long Rest. , , , and once each until the next
[[{{{page}}}|Fierce Perilous Stakes]]
- Affected entity's attacks deal an additional 15Psychic damage and heal 2d8hit points. The entity scores a Critical Hit when rolling a 15 or higher. The entity is Vulnerable to all damage.
- Crushed by fever. Disadvantage on Attack rolls, and Ability checks and Saving throws using Strength.
- When the duration ends, make a DC 15 Constitution saving throw. Failing will re-inflict the Filth Fever condition.
- Duration: 25 turns
[[{{{page}}}|Fire Resistance]]
- You gain Resistance to Fire damage, and can no longer .
[[{{{page}}}|Fire Resistance Aura]]
- The fantastical powers of this hallucinatory imp give all nearby creatures Resistance to Fire damage.
[[{{{page}}}|Fire Shield: Chill]]
- Wreathed in ice-cold flames.
- Sheds light in a 3m / 10ft radius.
- Has Resistance to Fire damage.
- Deals 2d8Cold damage to anyone who hits with a melee attack.
{{#cargo_query: default=<tr><td colspan="2" style="text-align: center;">''None''</td></tr> |fields=name, icon, effects |format=template |named args=yes |offset=400 |tables=conditions |template=ConditionsTableRow }}