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Returning 35 results for 'barrier black down cone rolls'.
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Monsters
Monster Manual
":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Fire Breath
", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Weakening Breath. Strength Saving Throw: DC 13, each creature that isn’t currently affected by this breath in a 15-foot Cone. Failure
Monsters
Monster Manual
damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 55 (10d10
’t currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 3 (1d6);{"diceNotation":"1d6", "rollType":"roll
Monsters
Monster Manual
any damage. Any nonmagical weapon takes a cumulative −1 penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the
. Trigger: While the pudding is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The pudding splits into two new Black Puddings. Each new
Magic Items
Dungeon Master’s Guide
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
throws, and spell attack rolls.
Spells. While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you
Monsters
Monster Manual
Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition.
Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Steam Breath"}. Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 5 (2d4);{"diceNotation":"2d4", "rollType":"damage
Monsters
Monster Manual
Fear of Fire. If the yeti takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.Multiattack. The yeti can use its Chilling Gaze and makes two
’s Chilling Gaze for 1 hour.
Cold Breath (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 18, each creature in a 30-foot Cone
Monsters
Monster Manual
":"Slashing"} Slashing damage.Confusing Gaze (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Confusing Gaze"}. Wisdom Saving Throw: DC 14, each creature in a 30-foot Cone
. Failure: The target can’t take Reactions until the start of the umber hulk’s next turn, and the target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Confusing Gaze"} to
Monsters
Monster Manual
. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
turn, the target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Giggling Magic"} whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test
Monsters
Monster Manual
"}.Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10);{"diceNotation":"12d10", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire damage
, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 3 (1d6);{"diceNotation":"1d6
Monsters
Monster Manual
Breath"}. Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10);{"diceNotation":"13d10", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire
Weakening Breath. Strength Saving Throw: DC 24, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests
Monsters
Monster Manual
. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
rolls 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Giggling Magic"} whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or
Magic Items
Dungeon Master’s Guide
Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
wielder doesn’t share this goal.
Destroying Whelm. Whelm can be dissolved in the acidic bile of a recently slain ancient black dragon. It can also be melted down in the forges of the Mightyhammer dwarf clan, but only by the rightful leader of that clan.
Monsters
Monster Manual
and rolls a 1 has the Prone condition.
If the beholder dies or moves its lair elsewhere, these effects end immediately.Antimagic Cone. The beholder’s central eye emits an antimagic wave in a
150-foot Cone. Until the start of the beholder’s next turn, that area acts as an Antimagic Field spell, and that area works against the beholder’s own Eye Rays.
Magic Items
Dungeon Master’s Guide
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
attack rolls and damage rolls made with this magic weapon. If you hit an Undead with this weapon, you take 1d10 Necrotic damage, and the target regains 1d10 Hit Points. If this Necrotic damage reduces you
Monsters
Eberron: Forge of the Artificer
":"3d6", "rollType":"damage", "rollAction":"Inquisitive Eye", "rollDamageType":"Psychic"} Psychic damage, and the target is marked. The inquisitive has Advantage on attack rolls against a target it
using Wisdom as the spellcasting ability (spell save DC 13):
At Will : Guidance
1/Day Each: Detect Thoughts, See InvisibilitySpontaneous Barrier (Recharge 4–6);{"diceNotation":"1d6", "rollType
Magic Items
Stranger Things: Welcome to the Hellfire Club
Crude metal spikes adorn this magic Shield. It has the following properties that you can use while holding it.
Shield Bash. When you take the Attack action, you can make one of the attack rolls
Strength modifier.
Spike Salvo. As a Magic action, you can cause spikes to erupt from the Shield in a 30-foot Cone. Each creature in the Cone makes a DC 13 Dexterity saving throw, taking 3d6 Piercing
Magic Items
Forgotten Realms: Adventures in Faerûn
is set a black diamond whose depths swirl with weird, malignant energy.
Myrkul created the Crown of Horns at the height of his power. When Myrkul was slain by Mystra, he imbued the crown with his
transformation is complete, you become a Lich under the DM's control. Each time you use this Artifact's Cone of Undeath or Myrkul's Hand benefit, there is a 10 percent cumulative chance that you
Monsters
Forgotten Realms: Adventures in Faerûn
, Prestidigitation
2/Day Each: Animate Dead, Plane Shift
1/Day Each: Cone of Cold (level 8 version), Finger of Death, Power Word Kill, ScryingProtective Magic. Valindra casts Counterspell or Shield in response
and using the same spellcasting ability as her Spellcasting action.
Apathy. Creatures within 1 mile of the lair that aren’t Undead have Disadvantage on Death Saving Throws and Initiative rolls
Monsters
Spelljammer: Adventures in Space
"} bludgeoning damage.
Acid Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Acid Breath"}. The braxat exhales a 15-foot cone of acid. Each creature in the cone must make a DC 18
barrier of magical force around itself that lasts until the start of its next turn. This barrier gives the braxat a +5 bonus to AC, including against the triggering attack, and prevents magic missile
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Invulnerability. An invisible aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect
creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly
Monsters
Icewind Dale: Rime of the Frostmaiden
Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
Unfettered. The living spell can move through any barrier, even a wall of magical force
appendix D) with a wicked will of its own. It looks like a floating, black planar rift in the shape of a sword. Like a demon, it craves destruction.
Areas of wild magic and sites that have been ravaged
Monsters
Vecna: Eve of Ruin
berserk. On each of its turns while berserk, the bearer has advantage on melee attack rolls, it can Dash as a bonus action, and it must attack the nearest creature it can see. If no creature is near
a pristine black rose.
Undead Fortitude. If damage reduces the bearer to 0 hit points, it must make a Constitution saving throw with a DC of 5 plus the damage taken, unless the damage is radiant or
Magic Items
The Wild Beyond the Witchlight
disintegrates, and you take no damage instead.
As an action, you can blow the petals from the rose to produce a 20-foot cone of acid, lightning, poisonous gas, fire, or cold, as dictated by the rose
’s damage type. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 damage of the appropriate type on a failed save, or half as much damage on a successful one
Monsters
Waterdeep: Dragon Heist
(3 slots): greater invisibility, ice storm
5th level (1 slot): cone of coldDagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach
for the Black Network in Waterdeep, setting up a cover in the Trades Ward in the form of a cramped little shop called Weirdbottle's Concoctions. Most of his potions and elixirs are nonmagical, but he
Magic Items
Fizban's Treasury of Dragons
rolls increases to +3, and the extra damage dealt by the weapon increases to 3d6.
The cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6.
addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
Dragon's Wrath
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil
initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends.
Fazrian's eyes become smoldering black voids until initiative count 20
Monsters
Infernal Machine Rebuild
","rollAction":"Mind Blast"}. The brain in a jar magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 13 (2d8 + 4
Barrier Peaks. After constructing a new collective body from spare parts, the brains escaped (and now seek revenge against the characters if they did not aid the brains sufficiently during that
Dagger of Venom
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack
Magic Items
Hunt for the Thessalhydra
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This greatsword is made of an unknown black metal. In most cases, it works as a +1 greatsword. But when used against a thessalhydra, it works as a +3 greatsword. While in the Upside Down, it works as a +4 greatsword.
Young Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
following breath weapons.
Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10);{"diceNotation":"10d10","rollType
":"damage","rollAction":"Fire Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 30-foot cone. Each
Gold Dragon Wyrmling
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
.
Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollDamageType
":"fire"} fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13
Monsters
Icewind Dale: Rime of the Frostmaiden
Frost. While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): cone of cold (5 charges), fog cloud (1 charge), ice storm (4
urged her to seek out the Black Sword. Avarice didn’t know who or what the Black Sword was until she was approached by cultists of Levistus bearing swordlike shards of chardalyn worn as pendants
Monsters
Dragonlance: Shadow of the Dragon Queen
. Black, thorny rose stems sprout from the creature’s body while it is cursed, imposing disadvantage on the creature’s ability checks and attack rolls and halving its speed. A creature that
. In battle, she wields a wicked pike that flies Soth’s black rose standard, and her cries can stop mighty warriors’ hearts. Wersten staunchly follows Soth’s commands, and she will serve him until she faces a second doom.Poison
Drow Mage
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
level (3 slots): alter self, misty step, web
3rd level (3 slots): fly, lightning bolt
4th level (3 slots): Evard's black tentacles, greater invisibility
5th level (2 slots): cloudkill
Sunlight
Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Staff. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to
Kobold Dragonshield
Legacy
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Monsters
Volo's Guide to Monsters
Dragon's Resistance. The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1–2, acid (black); 3–4, cold (white); 5–6, fire
, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The kobold makes two melee attacks.
Spear. Melee or Ranged Weapon Attack: +3






