Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'because barrel diffusing contain rolling'.
Other Suggestions:
because barely defusing certain rolling
because barrel diffusing certain rolling
because barely diffusing certain rolling
because barely defusing contains rolling
because barren diffusing certain roaming
Magic Items
Dungeon Master’s Guide
picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block).
The titan is Hostile toward all other creatures and
disappears when it drops to 0 Hit Points. If the titan is summoned into a space that isn’t large enough to contain it, the summoning fails, and the scroll is wasted.
1d100
Titan
01-15
Magic Items
Dungeon Master’s Guide
creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on
Backgrounds
The Wild Beyond the Witchlight
traveler’s clothes, three trinkets (each determined by rolling on the Feywild Trinkets table), and a pouch containing 8 gp
Fey Mark
You were transformed in some small way by your stay in the Feywild
and gained a fey mark, determined by rolling on the Fey Mark table.
Fey Mark
d8
Fey Mark
1
Your eyes swirl with iridescent colors.
2
You have a sweet scent, like that of
races
Mordenkainen Presents: Monsters of the Multiverse
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs
you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
15. Slub’s Den This damp cave belongs to Slub the hill giant (see area 14). It contains a sleeping pallet, a half-empty barrel of pig snouts, a half-empty barrel of vinegar, an old wooden crate, and
bloodstained sack containing 3d6 × 100 cp, 2d6 × 100 sp, and 1d6 × 100 gp plus 1d4 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
15. Slub’s Den This damp cave belongs to Slub the hill giant (see area 14). It contains a sleeping pallet, a half-empty barrel of pig snouts, a half-empty barrel of vinegar, an old wooden crate, and
bloodstained sack containing 3d6 × 100 cp, 2d6 × 100 sp, and 1d6 × 100 gp plus 1d4 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
15. Slub’s Den This damp cave belongs to Slub the hill giant (see area 14). It contains a sleeping pallet, a half-empty barrel of pig snouts, a half-empty barrel of vinegar, an old wooden crate, and
bloodstained sack containing 3d6 × 100 cp, 2d6 × 100 sp, and 1d6 × 100 gp plus 1d4 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
constructed the pit covers so that they won’t open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
characters can use them to safely avoid the pit traps in area 22d. 22d. Barrel Run Beyond a 10-foot landing, this hall gradually slopes down toward the west. Secret doors at the west end of the hall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Teleport Traps These tunnels contain two teleport traps (see “Teleport Traps”). 22a. West Teleport Trap A creature teleported by this trap arrives at a location determined by rolling a d20 and
determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 6 11–20 The teleport trap in area 8
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
can see within 1 mile of yourself. The DM picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block). The titan is Hostile
toward all other creatures and disappears when it drops to 0 Hit Points. If the titan is summoned into a space that isn’t large enough to contain it, the summoning fails, and the scroll is wasted
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
constructed the pit covers so that they won’t open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
characters can use them to safely avoid the pit traps in area 22d. 22d. Barrel Run Beyond a 10-foot landing, this hall gradually slopes down toward the west. Secret doors at the west end of the hall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Teleport Traps These tunnels contain two teleport traps (see “Teleport Traps”). 22a. West Teleport Trap A creature teleported by this trap arrives at a location determined by rolling a d20 and
determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 6 11–20 The teleport trap in area 8
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
can see within 1 mile of yourself. The DM picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block). The titan is Hostile
toward all other creatures and disappears when it drops to 0 Hit Points. If the titan is summoned into a space that isn’t large enough to contain it, the summoning fails, and the scroll is wasted
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Teleport Traps These tunnels contain two teleport traps (see “Teleport Traps”). 22a. West Teleport Trap A creature teleported by this trap arrives at a location determined by rolling a d20 and
determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 6 11–20 The teleport trap in area 8
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
can see within 1 mile of yourself. The DM picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block). The titan is Hostile
toward all other creatures and disappears when it drops to 0 Hit Points. If the titan is summoned into a space that isn’t large enough to contain it, the summoning fails, and the scroll is wasted
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
constructed the pit covers so that they won’t open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
characters can use them to safely avoid the pit traps in area 22d. 22d. Barrel Run Beyond a 10-foot landing, this hall gradually slopes down toward the west. Secret doors at the west end of the hall
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
oil out of a big red mushroom and filter the liquid into four oil flasks. Panana (female) stands atop a low table and uses a mechanical rolling pin contraption to kneed green bread dough. The severed
. Tervaround (female) teeters on a stool as she stuffs a big purple mushroom into a barrel, so that it can ferment and be turned into mushroom wine. Characters who question the gnomes are urged to speak
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
oil out of a big red mushroom and filter the liquid into four oil flasks. Panana (female) stands atop a low table and uses a mechanical rolling pin contraption to kneed green bread dough. The severed
. Tervaround (female) teeters on a stool as she stuffs a big purple mushroom into a barrel, so that it can ferment and be turned into mushroom wine. Characters who question the gnomes are urged to speak
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
oil out of a big red mushroom and filter the liquid into four oil flasks. Panana (female) stands atop a low table and uses a mechanical rolling pin contraption to kneed green bread dough. The severed
. Tervaround (female) teeters on a stool as she stuffs a big purple mushroom into a barrel, so that it can ferment and be turned into mushroom wine. Characters who question the gnomes are urged to speak
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Treasure tables in the Dungeon Master's Guide), boulders for throwing, and a number of other nonmagical items determined by rolling on another table. These items can include valuable objects, as well as
food, tools, and curiosities. At your discretion, any giant bag might also contain a bag jelly (described in chapter 6).
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
miles. They are uninhabited but often contain natural features like forests, mountains, and rolling plains. Those who travel into eclipsed realms are influenced by both Lorwyn and Shadowmoor
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
miles. They are uninhabited but often contain natural features like forests, mountains, and rolling plains. Those who travel into eclipsed realms are influenced by both Lorwyn and Shadowmoor
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Treasure tables in the Dungeon Master's Guide), boulders for throwing, and a number of other nonmagical items determined by rolling on another table. These items can include valuable objects, as well as
food, tools, and curiosities. At your discretion, any giant bag might also contain a bag jelly (described in chapter 6).
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
miles. They are uninhabited but often contain natural features like forests, mountains, and rolling plains. Those who travel into eclipsed realms are influenced by both Lorwyn and Shadowmoor
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Treasure tables in the Dungeon Master's Guide), boulders for throwing, and a number of other nonmagical items determined by rolling on another table. These items can include valuable objects, as well as
food, tools, and curiosities. At your discretion, any giant bag might also contain a bag jelly (described in chapter 6).
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giant has a ranged attack. The two punts contain chunks of ice that the giant can hurl at foes. Fighting on the ship is tricky. Its sloped, icy deck is difficult terrain, and a creature that isn’t
3d6 × 100 gp, 1d6 × 100 gp, and 1d3 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entrance The tunnel from level 20 leads to a featureless, 20-foot-high cavern with four tunnel exits, two of which contain iron tracks. An empty mine cart rests at the end of the northern track
the way of a rolling cart requires a successful DC 10 Dexterity saving throw, and any creature struck by a cart takes 10 (3d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giant has a ranged attack. The two punts contain chunks of ice that the giant can hurl at foes. Fighting on the ship is tricky. Its sloped, icy deck is difficult terrain, and a creature that isn’t
3d6 × 100 gp, 1d6 × 100 gp, and 1d3 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giant has a ranged attack. The two punts contain chunks of ice that the giant can hurl at foes. Fighting on the ship is tricky. Its sloped, icy deck is difficult terrain, and a creature that isn’t
3d6 × 100 gp, 1d6 × 100 gp, and 1d3 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entrance The tunnel from level 20 leads to a featureless, 20-foot-high cavern with four tunnel exits, two of which contain iron tracks. An empty mine cart rests at the end of the northern track
the way of a rolling cart requires a successful DC 10 Dexterity saving throw, and any creature struck by a cart takes 10 (3d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entrance The tunnel from level 20 leads to a featureless, 20-foot-high cavern with four tunnel exits, two of which contain iron tracks. An empty mine cart rests at the end of the northern track
the way of a rolling cart requires a successful DC 10 Dexterity saving throw, and any creature struck by a cart takes 10 (3d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
trinkets (each determined by rolling on the Feywild Trinkets table), and a pouch containing 8 gp Fey Mark You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined
by rolling on the Fey Mark table. Fey Mark d8 Fey Mark 1 Your eyes swirl with iridescent colors. 2 You have a sweet scent, like that of nectar or honey. 3 You have long whiskers like those of a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
trinkets (each determined by rolling on the Feywild Trinkets table), and a pouch containing 8 gp Fey Mark You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined
by rolling on the Fey Mark table. Fey Mark d8 Fey Mark 1 Your eyes swirl with iridescent colors. 2 You have a sweet scent, like that of nectar or honey. 3 You have long whiskers like those of a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
trinkets (each determined by rolling on the Feywild Trinkets table), and a pouch containing 8 gp Fey Mark You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined
by rolling on the Fey Mark table. Fey Mark d8 Fey Mark 1 Your eyes swirl with iridescent colors. 2 You have a sweet scent, like that of nectar or honey. 3 You have long whiskers like those of a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
others hanging from the ceiling above the table) and a large wooden waste barrel (currently empty). Next to the door, hanging from a stone hook mounted to the wall 20 feet above the floor, is a 2-foot
-long iron key that weighs 25 pounds. This key unlocks the cages in area 8. The cabinets contain all manner of spell components and trinkets accumulated by Sansuri over the years. Characters can find






