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Returning 35 results for 'back been depending container roll'.
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Magic Items
Dungeon Master’s Guide
This potion’s container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell.
Magic Items
Dungeon Master’s Guide
staff and turn the spell back on its caster as if you had cast the spell.
Resist Enchantment. If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save
into a successful one. You can’t use this property of the staff again until the next dawn.
Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.
Magic Items
Dungeon Master’s Guide
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
to which you are also attuned, you gain the following benefits:
Giants’ Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the beholder fails a saving throw, it can choose to succeed instead.Multiattack. The beholder uses Eye Rays three times.
Bite. Melee Attack Roll
"} Piercing damage.
Eye Rays. The beholder randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType":"roll
Monsters
Monster Manual
Lash. Melee or Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Caustic Lash"}, reach 10 ft. or range 120 ft. Hit: 25 (6d6 + 4);{"diceNotation":"6d6+4", "rollType
spellcasting ability (spell save DC 15):
At Will: Detect Thoughts, Gaseous Form (self only), Web1/Day: Dominate PersonToxic Escape. Trigger: The yochlol is hit by an attack roll. Response: The yochlol
Monsters
Monster Manual
attack and uses Charm or Draining Kiss.
Fiendish Touch. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Fiendish Touch"}, reach 5 ft. Hit: 16 (2d10 + 5
an amount equal to the damage taken.Cold, Fire, Poison, PsychicShape-Shift. The succubus shape-shifting;shape-shifts to resemble a Medium or Small Humanoid or back into its true form. Its game
Magic Items
Dungeon Master’s Guide
after you roll Initiative, or you can extinguish the light as a Bonus Action.
While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage
long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Magic Items
Dungeon Master’s Guide
. The weapon uses your attack roll and adds your ability modifier to damage rolls.
While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of
you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.
After the hovering weapon attacks for the fourth time, it flies back to you and
Monsters
Monster Manual
Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Bite"}, reach 5 feet. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType
":"Piercing"} Piercing damage.
Eye Rays. The death tyrant randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType
Magic Items
Dungeon Master’s Guide
Thrown property with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
Magic Items
Dungeon Master’s Guide
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
-75
When you hit with an attack roll using the Moonblade, you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum
Magic Items
Forgotten Realms: Adventures in Faerûn
While inactive, the mobility wonder resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms
Monsters
Heroes of the Borderlands
Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Poison Dagger"}, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage
customers parrot his cheesy slogan: “Jacko always has your back-o.”Cunning Action. Jacko takes the Dash, Disengage, or Hide action.
Monsters
Forgotten Realms: Adventures in Faerûn
(Hybrid or Spider Form Only). Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage
Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Slam"}, reach 5 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Slam", "rollDamageType
Monsters
Lorwyn: First Light
Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing
"} Piercing damage.
Miasmic Globule. Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Miasmic Globule"}, range 60/120 ft. Hit: 15 (6d4);{"diceNotation":"6d4
magic-items
This gruesome, magical otyugh pelt still holds some of its natural abilities. A single tendril bearing three eyes hangs from the back of the cloak’s hood. While wearing the cloak, you can take
control the tendril enough to perform a simple task within 5 feet of you, such as to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the
Magic Items
Princes of the Apocalypse
. Reducing it to 0 hit points causes it to explode instantly.
A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols
of the orb’s opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums
Faerie Dragon (Younger)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
saving throw, or for 1 minute, the target can’t take reactions and must roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Euphoria Breath"} at the start of each of its turns to
. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its “prey.&rdquo
magic-items
powers can appear in battle.
The first time you hit a creature on each of your turns with an attack roll you had Advantage on using this weapon, its draconic magic comes forth to deal an extra 1d6
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
magic-items
powers can appear in battle.
The first time you hit a creature on each of your turns with an attack roll you had Advantage on using this weapon, its draconic magic comes forth to deal an extra 1d6
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
magic-items
powers can appear in battle.
The first time you hit a creature on each of your turns with an attack roll you had Advantage on using this weapon, its draconic magic comes forth to deal an extra 1d6
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
magic-items
powers can appear in battle.
The first time you hit a creature on each of your turns with an attack roll you had Advantage on using this weapon, its draconic magic comes forth to deal an extra 1d6
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
magic-items
powers can appear in battle.
The first time you hit a creature on each of your turns with an attack roll you had Advantage on using this weapon, its draconic magic comes forth to deal an extra 1d6
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
magic-items
powers can appear in battle.
The first time you hit a creature on each of your turns with an attack roll you had Advantage on using this weapon, its draconic magic comes forth to deal an extra 1d6
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
magic-items
powers can appear in battle.
The first time you hit a creature on each of your turns with an attack roll you had Advantage on using this weapon, its draconic magic comes forth to deal an extra 1d6
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
magic-items
powers can appear in battle.
The first time you hit a creature on each of your turns with an attack roll you had Advantage on using this weapon, its draconic magic comes forth to deal an extra 1d6
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
magic-items
powers can appear in battle.
The first time you hit a creature on each of your turns with an attack roll you had Advantage on using this weapon, its draconic magic comes forth to deal an extra 1d6
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
magic-items
powers can appear in battle.
The first time you hit a creature on each of your turns with an attack roll you had Advantage on using this weapon, its draconic magic comes forth to deal an extra 1d6
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
magic-items
powers can appear in battle.
The first time you hit a creature on each of your turns with an attack roll you had Advantage on using this weapon, its draconic magic comes forth to deal an extra 1d6
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
magic-items
powers can appear in battle.
The first time you hit a creature on each of your turns with an attack roll you had Advantage on using this weapon, its draconic magic comes forth to deal an extra 1d6
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
magic-items
What could possibly go wrong carrying a portable furnace on your back? Great for keeping weeds in check, the flaymefrower can be dynamically adjusted to spray in a wide cone or a focused line. Just
charges. Over the course of an hour, you can feed one of the following fuel options into the backpack, causing it to regain expended charges depending on the fuel’s quality:
1 sp of seasoned
magic-items
. Increase the number of charges to 12 and the recharge to 1d8 + 4. Add the bone cage * and conjure elemental (tar elemental only) spells to the Oily Barrage property (5 charges each). The Spell Reflection property reflects a spell back on a roll of 7 or 8 (you are affected as normal on a 1-6).
*See Appendix B
has a natural resistance to magic, occasionally sending spells ricocheting back at the caster.
Oily Barrage. While you wear this robe, you can cast a variety of oil-based spells. This robe has 7
magic-items
. Increase the number of charges to 12 and the recharge to 1d8 + 4. Add the bone cage * and conjure elemental (tar elemental only) spells to the Oily Barrage property (5 charges each). The Spell Reflection property reflects a spell back on a roll of 7 or 8 (you are affected as normal on a 1-6).
*See Appendix B
has a natural resistance to magic, occasionally sending spells ricocheting back at the caster.
Oily Barrage. While you wear this robe, you can cast a variety of oil-based spells. This robe has 7
Faerie Dragon (Older)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Euphoria Breath"} at the start of each of its turns to determine its behavior during the turn:
1–4. The target takes no
contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its “prey.”
Friendly and Bright. A faerie dragon has a sharp mind, a fondness
monsters
Movement", "rollDamageType":"Force"} Force damage if it ends its turn inside an object.Life Drain. Melee Attack Roll: +6 (with Advantage during the first round of each combat), reach 5 ft. Hit: 16 (3d8
damage or exposure to extreme cold. The target’s remains animate as either a Skeleton or a Zombie (depending on the state of the corpse, as determined by the GM) that has Immunity to Cold and