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Returning 35 results for '39 start have'.
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39 share have
39 stars have
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Monsters
Forgotten Realms: Adventures in Faerûn
. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Paralyzing Touch", "rollDamageType":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of
originating from Valindra. First Failure: 39 (6d12);{"diceNotation":"6d12", "rollType":"damage", "rollAction":"Deathly Grasp", "rollDamageType":"Force"} Force damage and the target has the Restrained
Monsters
Strixhaven: A Curriculum of Chaos
39 (6d12);{"diceNotation":"6d12", "rollType":"damage", "rollAction":"Decaying Breath", "rollDamageType":"necrotic"} necrotic damage and 39 (6d12);{"diceNotation":"6d12", "rollType":"damage
points until the start of Beledros’s next turn.
Miasmal Flow. Beledros becomes a swirling cloud of green mist and can move up to half her flying speed without provoking opportunity attacks, then
Monsters
Dragonlance: Shadow of the Dragon Queen
save, the creature takes 39 (6d12);{"diceNotation":"6d12", "rollType":"damage", "rollAction":"Miasma", "rollDamageType":"poison"} poison damage and is poisoned until the start of its next turn. On a
Monsters
Fizban's Treasury of Dragons
option can be used at a time and only at the end of another creature’s turn. The aspect regains spent legendary actions at the start of her turn.
Attack. The aspect makes one Claw or Tail
);{"diceNotation":"8d10", "rollType":"damage", "rollAction":"Hurl Through Avernus", "rollDamageType":"psychic"} psychic damage and be banished to Avernus (the first layer of the Nine Hells). At the start of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
any equipment it is wearing or carrying, is teleported up to 60 feet to an unoccupied space the seer can see, and then each creature within 10 feet of the target’s original space takes 39 (6d12
halved, it can’t use reactions, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Borem's Embrace", "rollDamageType":"fire"} fire damage at the start of each of its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Toad Giant Toad
Large beast, unaligned
Armor Class 11
Hit Points 39 (6d10 + 6)
Speed 20 ft., swim 40 ft.
STR
15 (+2)
DEX
13 (+1)
CON
13 (+1)
INT
2 (−4
toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Golem
Medium construct, unaligned
Armor Class 8
Hit Points 39 (6d8 + 12)
Speed 10 ft.
STR
15 (+2)
DEX
6 (−2)
CON
14 (+2)
INT
1 (−5)
WIS
6 (−2)
CHA
1
area of extreme heat, the golem loses 1d6 hit points at the start of each of its turns.
Unusual Nature. The golem doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The golem makes
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
"The Demogorgon" "The Demogorgon"
Large giant, chaotic neutral
Armor Class 15 (natural armor)
Hit Points 123 (13d12 + 39)
Speed 40 ft.
STR
21 (+5)
DEX
8 (-1)
CON
17 (+3
throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can’t see the ettin until the start of the ettin’s
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 39 (6d12) necrotic damage and 39 (6d12) poison damage on a failed save, or half as much damage on a
successful one. A creature that takes damage from the breath can’t regain hit points until the start of Beledros’s next turn.
Miasmal Flow. Beledros becomes a swirling cloud of green mist and can move
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
(natural armor)
Hit Points 110 (13d10 + 39)
Speed 40 ft., climb 40 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
8 (−1)
WIS
14 (+2)
CHA
14 (+2
strider’s open mouth creates an area of antimagic, as in the antimagic field spell, in a 60-foot cone. At the start of each of its turns, the woe strider decides which way the cone faces and whether
Compendium
- Sources->Dungeons & Dragons->Monster Manual
AC 15 Initiative −1 (9)
HP 110 (13d10 + 39)
Speed 30 ft., Swim 20 ft.
Ability Score Mod Save Str 18 +4 +4 Dex 8 −1 −1 Con 16 +3 +3 Ability Score Mod Save Int 5 −3 −3 Wis 10 +0 +0 Cha
, and it takes 10 (3d6) Lightning damage at the start of each of its turns. When the shambling mound moves, the Grappled target moves with it, costing it no extra movement. The shambling mound can have only one creature Grappled by this action at a time.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, start with the Trap Effects and Trap Trigger tables to decide the type of trap, then use the Trap Damage Severity tables to decide how deadly it should be. For more information on trap damage
, or sleep-inducing 37–39 Floor tiles are electrified 40–43 Glyph of warding 44–46 Huge wheeled statue rolls down corridor 47–49 Lightning bolt shoots from wall or object 50–52 Locked room floods with
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
; after fulfilling its duty, the overwhelmed creature attacks indiscriminately until it is destroyed. Slithering Tracker
Medium Ooze, Typically Chaotic Evil
Armor Class 14
Hit Points 39 (6d8 + 12
) Proficiency Bonus +2
False Appearance. If the slithering tracker is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the slithering
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
upheaval
Matias Tapia
Memory Web Large Aberration, Typically Neutral Evil
Armor Class 14
Hit Points 39 (6d10 + 6)
Speed 40 ft., climb 40 ft.
STR
16 (+3)
DEX
18 (+4
grappled by the web takes the other half.
False Appearance. If the memory web is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Points 39 (6d8 + 12)
Speed 40 ft., climb 30 ft.
STR
11 (+0)
DEX
17 (+3)
CON
14 (+2)
INT
9 (−1)
WIS
13 (+1)
CHA
11 (+0)
Saving Throws Dex +5
takes 7 (2d6) acid damage at the start of each of its turns.
Glide. When the draconian falls and isn’t incapacitated, it subtracts up to 100 feet from the fall when calculating the fall’s damage, and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, vedalken, and elf guild members who volunteer to be transformed. Hybrid Flier
Medium humanoid (Simic hybrid), neutral good
Armor Class 13
Hit Points 39 (6d8 + 12)
Speed 30 ft., fly 40 ft
Medium humanoid (Simic hybrid), neutral good
Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 30 ft.
STR
13(+1)
DEX
14(+2)
CON
14(+2)
INT
10(+0)
WIS
12(+1
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, Warlock), Chaotic Evil
Armor Class 10 (13 with mage armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
STR
9 (–1)
DEX
11 (+0)
CON
14 (+2)
INT
12 (+1)
WIS
15
charges of her eldritch staff to turn invisible and teleport, along with any equipment she’s wearing or carrying, up to 60 feet to an unoccupied space she can see. She remains invisible until the start of her next turn or until she attacks or casts a spell.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Neutral
Armor Class 14 (natural armor)
Hit Points 123 (13d12 + 39)
Speed 30 ft.
STR
21 (+5)
DEX
12 (+1)
CON
17 (+3)
INT
10 (+0)
WIS
16 (+3
120 ft.
Challenge 8 (3,900 XP) Proficiency Bonus +3
False Appearance (Hoard Form Only). If the mimic is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
provides information on how the occupants of various areas might react as the mission unfolds. On this table, sahuagin is abbreviated as “sah.” Sahuagin Roster, Level 1 Area Occupants at Start Notes 1
sahuagin priestess, 10 slaves These sahuagin go to 12 if they hear sounds of combat from that area. The slaves remain here. Sahuagin Roster, Level 2 Area Occupants at Start Notes 23 2 sahuagin
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
)
HP 39 (6d8 + 12)
Speed 30 ft., Burrow 30 ft., Climb 30 ft.
Mod Save
Str 3 −4 −4
Dex 15 +2 +2
Con 14 +2 +2
Mod Save
Int 1 −5 −5
Wis 12 +1 +1
4 (1d8) Piercing damage at the start of each of its turns. A creature reduced to 0 Hit Points by this damage dies.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Large giant, lawful evil
Armor Class 16 (chain mail)
Hit Points 110 (13d10 + 39)
Speed 30 ft., fly 30 ft.
STR
19 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
14 (+2
points at the start of its turn if it has at least 1 hit point.
Actions
Multiattack. The oni makes two attacks, either with its claws or its glaive.
Claw (Oni Form Only). Melee Weapon Attack: +7 to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
39. Chamber of the Second Sun This enormous chamber is thirty feet tall with mighty buttressing and a vaulted ceiling. Parts of the ceiling and walls have collapsed, and raw earth has spilled down
is strewn with rubble, so it is difficult terrain. Larger rubble piles are 1 to 4 feet high. Any loud noise (such as an explosion, shouting, or fighting) causes a minor cave-in: at the start of each
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
obscured, and when a creature starts its turn in the sphere or enters the sphere for the first time on a turn, it must make a DC 17 Constitution saving throw. On a failed save, the creature takes 39
(6d12) poison damage and is poisoned until the start of its next turn. On a successful save, the creature takes half as much damage and isn’t poisoned. The cloud lasts for 1 minute, until Lohezet ends it
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(Metallic), Chaotic Good
AC 17 Initiative +3 (13)
HP 110 (13d10 + 39)
Speed 40 ft., Burrow 20 ft., Fly 80 ft.
Ability Score Mod Save
Str 19 +4 +4
Dex 10 +0 +3
Con 17 +3 +3
all expended uses at the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
aspect regains spent legendary actions at the start of her turn.
Attack. The aspect makes one Claw or Tail attack.
Furious Bite (Costs 2 Actions). The aspect makes one Bite attack. If the attack hits a
Charisma saving throw or take 44 (8d10) psychic damage and be banished to Avernus (the first layer of the Nine Hells). At the start of the aspect’s next turn, the creature reappears in an unoccupied
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and tend to swarm one foe at a time. Kobold Vampire Spawn
Small undead, neutral evil
Armor Class 14
Hit Points 39 (6d6 + 18)
Speed 30 ft., climb 20 ft.
STR
10 (+0)
DEX
18 (+4
against a creature if at least one of the vampire’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Regeneration. The vampire regains 10 hit points at the start of its turn if
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bronze Dragons Bronze Dragon Wyrmling Medium Dragon (Metallic), Lawful Good
AC 15 Initiative +2 (12)
HP 39 (6d8 + 12)
Speed 30 ft., Fly 60 ft., Swim 30 ft.
Ability Score Mod Save
after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Guiding Light. The dragon
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
attack any intruders. Any combat warns Thaxalia (area 39) of the approach of intruders. Sinkholes. These open sinkholes are 5 feet across and 10 feet deep. A creature that falls into a sinkhole is
sinkhole. White Gate. The passage that leads west has a white gate that connects with the Lake of Madness. 39. Beholder’s Domain Hundreds of unblinking eyes stare into this room from long walls of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
25 lb. 5 GP Climber’s Kit 12 lb. 25 GP Clothes, Fine 6 lb. 15 GP Clothes, Traveler’s 4 lb. 2 GP Component Pouch 2 lb. 25 GP Costume 4 lb. 5 GP Crowbar 5 lb. 2 GP Diplomat’s Pack 39 lb. 39 GP Druidic
feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see the rules glossary
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Clothes, Traveler’s 4 lb. 2 GP Component Pouch 2 lb. 25 GP Costume 4 lb. 5 GP Crowbar 5 lb. 2 GP Diplomat’s Pack 39 lb. 39 GP Druidic Focus Varies Varies Dungeoneer’s Pack 55 lb. 12 GP Entertainer’s
throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see the Rules Glossary). Ammunition (Varies) Ammunition is required by a weapon that has the
Magic Items
Infernal Machine Rebuild
becomes intensely acidic to you. If you are submerged in water, you take 1d6 acid damage at the start of each of your turns, and drinking pure water causes you to be poisoned for 1 hour.
19
A
stop moving for 10 minutes or more, you discover that your boots or shoes have set down roots that must be pulled free with a successful DC 20 Strength check.
39
Choose a creature you can see
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to
hours later.
Bonus Actions
Shadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action.
Shambling Mound Large Plant, Unaligned
AC 15 Initiative −1 (9)
HP 110 (13d10 + 39
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Unless the party climbed the stairs from area 35 without triggering the magic mouth, the duergar are invisible. Negotiation. The duergar start hostile but wait to see if the characters attack
they prohibit entry into area 39. If the characters don’t negotiate, or if talks go badly, combat ensues. Tactics. If combat occurs, the duerger guards first attack with their javelins. They use their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
entry to make it the start of an encounter or adventure, though not every event needs to draw the characters into a longer story. Each table is meant to be used on a different level of Sharn: the lower
–38 A human woman and a warforged with a silvered body are walking down the street together. They're too well dressed for this district, and are looking around as if lost. 39–42 A Khoravar half-elf in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, a secret dwarven retreat in the Vale of Dancing Waters. It hired Grumink and his crew of cutthroats to seize the shrine and start digging (see “The Vale of Dancing Waters” in chapter 6). The thought
Armor Class 11 (14 with mage armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
STR
8 (−1)
DEX
13 (+1)
CON
14 (+2)
INT
16 (+3)
WIS
9 (−1)
CHA
11 (+0