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Returning 35 results for 'beasts beasts daily cold rolling'.
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Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Beasts Aurochs
Brontosaurus
Deep rothé
Deinonychus
Dimetrodon
Dolphin
Hadrosaurus
Ox
Quetzalcoatlus
Stegosaurus
Swarm of rot grubs
Velociraptor
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Beasts Varied Beasts roam the Outlands, with many species being long extinct on Material Plane worlds. Plane-influenced creatures and gigantic or idealized animals from the Beastlands are common
. Outlands Beasts d4 Encounter 1 An awakened giant scorpion owns a custom-made boat and runs a ferry business along a prominent river. It offers its services to characters in need. 2 A triceratops
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Appendix A: Assorted Beasts This appendix contains statistics for various beasts, expanding on appendix A of the Monster Manual.
Spells
Player’s Handbook
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics
Magic Items
Dungeon Master’s Guide
Each Scroll of Protection works against creatures of a specific creature type chosen by the DM or determined by rolling on the following table.
1d100
Creature Type
01-10
Scroll of
Protection (Aberrations);Aberrations
11-15
Scroll of Protection (Beasts);Beasts
16-20
Scroll of Protection (Celestials);Celestials
21-25
Scroll of Protection (Constructs);Constructs
Magic Items
Dungeon Master’s Guide
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it:
Animal Friendship
Fear (affects Beasts only)
Speak with Animals
Monsters
Monster Manual
Magic Resistance. The dryad has Advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared
Magic Items
Dungeon Master’s Guide
This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the
creature, the ammunition becomes nonmagical.
1d100
Creature Type
01–10
Aberrations
11–15
Beasts
16–20
Celestials
21–25
Constructs
26
Classes
Player’s Handbook
Create Explosive Elemental Effects
Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid
Magic Items
Dungeon Master’s Guide
You have Resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly by rolling on the following table.
d10
Damage Type
1
Acid
2
Cold
3
Fire
4
Force
5
Lightning
6
Necrotic
7
Poison
8
Psychic
9
Radiant
10
Thunder
Magic Items
Dungeon Master’s Guide
When you drink this potion, you have Resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly by rolling on the following table.
d10
Damage Type
1
Potion of Acid Resistance;Acid
2
Potion of Cold Resistance;Cold
3
Potion of Fire Resistance;Fire
4
Potion of Force Resistance;Force
5
Potion of Lightning Resistance
Monsters
Monster Manual
", "rollAction":"Chaos Blade", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType
version), Cloudkill (level 6 version), Fly, Plane Shift, TonguesAcid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to its
Monsters
Monster Manual
":"Chaos Claw", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll
(self only), TonguesAcid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size
Monsters
Monster Manual
, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Chaos Staff"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4
Thoughts, Mage Hand1/Day Each: Fireball, Invisibility (self only)Acid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to
Magic Items
Dungeon Master’s Guide
You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the DM chooses or determines randomly by rolling on the following table.
d10
Damage Type
Gem
1
Ring of Acid Resistance;Acid
Pearl
2
Ring of Cold Resistance;Cold
Tourmaline
3
Ring of Fire Resistance;Fire
Garnet
4
Ring of Force Resistance;Force
Magic Items
Dungeon Master’s Guide
You have Resistance to Cold damage while you hold this staff.
Spells. The staff has 10 charges. 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 must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fog Cloud
1
Ice Storm
4
Wall of Ice
4
Monsters
Monster Manual
, creating the following effects:
Children of the Night. The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while
Magic Items
Dungeon Master’s Guide
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the
Magic Items
Dungeon Master’s Guide
with a weapon held by it deals an extra 2d8 Cold damage on a hit.
Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
Magic Items
Dungeon Master’s Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01–20
You cast
Magic Items
Dungeon Master’s Guide
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
Monsters
Forgotten Realms: Adventures in Faerûn
":"Explosive Core", "rollDamageType":"Fire"} Fire damage.
Rolling Mass. The spore doesn’t need to expend extra movement to move through Difficult Terrain.Multiattack. The spore makes four Tendril
with reverence, believing that each spore is a window into the unknowable mind of Moander.Fire, PoisonAcid, Cold, Lightning
Speak with Animals
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give
Monsters
Netheril’s Fall
.
2
Spectral images of screaming mages or terrible beasts swirl in a whirlwind.
3
Electricity flashes, flames ignite, and the air smells acrid.
4
Purple smoke billows into a vortex
Monsters
Lorwyn: First Light
wolfhounds often accompanied by invasive plant species and frenzied wild beasts.
Incarnations of Nature
Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations
Monsters
Forgotten Realms: Adventures in Faerûn
catch and kill its quarry.
Normally only one beast of Malar exists at a time. However, Malar might create multiple beasts to pursue legendary prey or simply display his extraordinary
Feats
Forgotten Realms: Heroes of Faerûn
maximum of 20.
Friend to Animals. You have Advantage on ability checks when taking the Influence action with Beasts.
Two Hearts, One Mind. You always have the Beast Sense spell prepared. You can cast it
Magic Items
Netheril’s Fall
The central jewel of this butterfly-shaped brooch swirls with multicolored iridescence.
The brooch has 3 charges and regains all expended charges daily at dawn. As a Reaction when a creature you can
see within 60 feet of you hits a target with an attack roll and deals damage, you can expend 1 charge and change one damage type the attack deals to one of the following damage types: Acid, Cold, Fire, Lightning, Poison, or Thunder.
Monsters
Astarion's Book of Hungers
containing an infernalist’s lair is warped by its presence, creating the following effects, all of which happen at the vampire’s discretion:
Diabolic Beasts. Animals in the vampire’s domain
serve the vampire’s will. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.
Drained Essence. Grasping shadows within 1 mile of the lair
Ring of Animal Influence
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
Animal
friendship (save DC 13)
Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
Speak with animals
Conjure Animals
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
One beast of challenge
rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it
Monsters
Guildmasters’ Guide to Ravnica
: bless, conjure animals
Speak with Beasts. The horncaller can communicate with beasts as if they shared a language.Multiattack. The horncaller makes two melee attacks with its staff and uses One with the
attack against a target that the horncaller can see.Specialized shamans called horncallers use their magic to call wild beasts to fight alongside Selesnya troops. In quieter times, they tend the animals associated with Selesnya enclaves and parks.
Magic Items
Forgotten Realms: Adventures in Faerûn
Cone. When you do, choose Acid, Cold, Fire, Lightning, or Poison. Each creature in the Cone makes a DC 18 Dexterity saving throw, taking 6d6;{"diceNotation":"6d6", "rollType":"roll", "rollAction
and regains 1d4 + 2;{"diceNotation":"1d4 + 2", "rollType":"roll", "rollAction":"Spellcasting"} expended charges daily at dawn. While attuned to the orb, you can cast one of the spells on the following
Dryad
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into
ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time.
Monsters
The Wild Beyond the Witchlight
Speak with Beasts and Plants. Amidor can communicate with Beasts and Plants as if it shared a language with them.Rapier. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit






