Deals 6 damage as Shock if AC 15 is hit. There is no saving throw to mitigate damage.
Note: The AC 15 slide requirement does not appear on the token, but it is nonetheless required.
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Deals 6 damage as Shock if AC 15 is hit. There is no saving throw to mitigate damage.
Note: The AC 15 slide requirement does not appear on the token, but it is nonetheless required.
If cast immediately after a party member gets poisoned, the target will suffer no ill effects from that Poison. Therefore, if the target would have taken HP damage, the target takes no HP damage. If the Poison had some other instantaneous effect (e.g., death), that effect would be negated.
If not cast on the same round (or the first available turn after the Poison was administered), an instantaneous Poison effect cannot be undone,
Allows the party to talk with one deceased party member following along as a ghost. A “ghost” party member may not physically interact with the party or anything in the room, but can verbally assist in strategy and puzzle solving. This effect lasts for the entire room.
Restores a petrified character back into flesh. Characters rejuvenated in by this spell return to life in the same condition they were at the time of the petrification. No saving throw is needed.
Characters restored to flesh are free to act the same round they are restored.
Note: This spell cannot be used on stone that was not formerly a living being.
Monster Trophy tokens can only be found in the random treasure generators found at the end of an adventure. Each represents either a portion of a creature, statuary, flora, or raw materials (e.g., metals or minerals) found within a True Dungeon adventure.
Monster Trophy tokens have black lettering and gold backs (or brown lettering on wood in 2006). They are primarily used to make Combo/Transmuted tokens and are often highly-prized by token collectors.
On a successful hit from a bow, this arrow requires the monster to succeed on a DC 12 Will saving throw or fall asleep for one round. If the monster fails the saving throw, it will immediately fall asleep and awaken (ready to fight) after the attacker’s next turn.
If a monster is hit by two Sleep Arrows in the same round and fails both saving throws, it will only sleep for one round.