Condition |
Effects |
Abjure Enemy: Frightened
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Aegis of the Absolute
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- The Netherbrain is Immune to all types of damage it took in the previous round until the start of its next turn.
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Animalistic Vitality
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- Affected entity regains 1d8hit points of health every round when below 60 HP. It also receives an additional 3.5 m / 12 ft of movement speed. [See Notes]
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Bhaalist Ritual Target
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- As part of the challenge to enter the temple, the affected entity has become the target of a chanting cultist, the Farslayer, who can cast Bhaal's Power Word Kill once its profane ritual ends. Exiting the Farslayer's chanting range of 55 m / 183 ft makes you invulnerable to the effect. Slaying the Farslayer stops the ritual and wins the conflict.
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Bone Chilled
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Brittle
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Chain of Tyranny
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- Affected entity has only half its movement speed. When the chain breaks, it'll take 8d8Force damage.
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Constricted
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Curse of the Dire Raven
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Cursed: Additional Damage
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- Receives an additional 1d8Necrotic damage from the spellcaster's attacks or spells.
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Cursed: Attack Disadvantage
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Cursed: Charisma
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Cursed: Constitution
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Cursed: Dexterity
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Cursed: Intelligence
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Cursed: Strength
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Cursed: Wisdom
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Deadly Orders
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- Affected entity was ordered to attack a specific enemy.
- It is more likely to target this enemy, and Attack Rolls against the enemy have Advantage.
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Devoured Intellect
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Distracted
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Not paying any attention to their surroundings.
The distractor's allies have Advantage on their next Attack Roll against the creature.
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Exploding Flumph
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- 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.
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Explosion Imminent!
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Exposing Bite
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- Creature is distracted. The next attack against the creature from within 1.5 m / 5 ft is guaranteed to be a critical hit.
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Frightened
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Grappled
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- At the start of each turn, the target makes a Strength saving throw to attempt to free themselves. On a failed save, they take 2d6Psychic.
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Guiding Bolt
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Heat Metal
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- Heats up a metal weapon or armour on a creature with no save (weapon is automatically prioritized).
- Metal weapons are dropped if the creature holding it fails their initial Saving throw.
- If the creature is touching the heated metal item, they receive Disadvantage on Attack rolls and Ability Checks.
- Each subsequent turn, if the creature is still touching the metal, the spellcaster can use Reapply Heat Metal to deal another 2d8Fire damage, forcing the creature to pass a Saving Throw again or drop the item (if it is a metal weapon).
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Hypnotic Gaze
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Hypnotised
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Lured
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- Attracted to a harpy's luring melody. The affected entity will use its turn to move closer to the harpy, allowing her to make multiple attacks each turn.
- Affected target gets a DC 13 Wisdom saving throw on their turn.
- Being attacked or Shoved will remove the condition.
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Paranoid Dreams
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- When this Spectator is struck, it dreams in fear.
- After 5 Paranoid Dreams, it will spend a Legendary Action to cast Ocular Nightmare.
- If the Spectator uses one of its Eye Rays, it loses one Paranoid Dream.
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Prime Target
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- You have drawn Grym's ire.
- Grym will attempt to attack this creature if possible.
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Ray of Frost
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Regeneration
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- The Wood Woad regains 10hit points if it walks through a vine surface, unless it recently took Fire damage.
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Revitalising Gore
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- Affected entity is drenched in its enemies' blood. It regains 2d6hit points per turn.
At Level 10:
- The healing is increased to 4d6hit points
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Septic
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Affected entity has its Constitution reduced by 1, and has Disadvantage on Constitution Saving throws
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Shredded Armour
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Soulnumbed
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Spirit Guardians
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- Spirits assail the affected entity.
- Takes 3d8Radiant or 3d8Necrotic damage per turn, and Movement Speed is halved.
- Still takes half damage on a successful Saving Throw.
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Stricken with Eldritch Inertia
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Surgeon's Chosen
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- Carrying the implement requested by the Surgeon to complete its surgery.
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True Strike
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Untenable Secret
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Vampire Regeneration
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- The vampire regains 20 hit points at the start of its turn, unless it is in sunlight, or has taken radiant damage or damage from holy water.
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Witch Bolt
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- The spellcaster can use an Action each turn to activate the arc linking it to this creature to automatically deal 1d12Lightning damage.
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