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Returning 35 results for 'been before defeated consult range'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
.
Shortbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage
Halaster Blackcloak. Halaster defeated Underbrew but offered to spare the dwarf's life if he vowed to serve the Mad Mage as an enforcer, ridding the dungeon of other invaders. Unwilling to face his
Monsters
Tomb of Annihilation
range 20/60 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage, or 13 (2d8 + 4);{"diceNotation":"2d8+4
having a great fear of being turned into a zombie or ghoul.
Despite his fears, Shago knows that the undead must be defeated. This is why he works with the Flaming Fist; the merchant princes bemoan the
Magic Items
Waterdeep: Dungeon of the Mad Mage
10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Devastating Bolt"} to hit, range 60 ft., one target. Hit: 21 (4d8 + 3);{"diceNotation":"4d8+3","rollType":"damage","rollAction":"Devastating Bolt","rollDamageType":"force"} force damage
of the magical arts, they learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic. They have the respect of other members of the host and receive
Yuan-ti Malison (Type 3)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Form Only). Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Longbow"} to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType
or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races.
Cold of Heart. Humanoid
Wand of Wonder
Legacy
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Magic Items
Basic Rules (2014)
. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in
feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly
Species
Mordenkainen Presents: Monsters of the Multiverse
were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes.
Minotaur horns range in size from about 1 foot long to easily three times that length. Minotaurs often
height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into a manes
whip.
66–70
The target’s entire eyes turn black, and it gains darkvision out to a range of 120 feet.
71–75
The target swells, tripling its weight.
76–80
The
Species
Mordenkainen Presents: Monsters of the Multiverse
winds.
Air genasi’s skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem like cracks
your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Magic Items
Tasha’s Cauldron of Everything
property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes
released and destroyed. This reveals a fifteenth soul, a lich, that inhabits the Nether card, which appears only when the fourteen souls are defeated. If this ancient entity is destroyed, the Nether card
Monsters
Van Richten’s Guide to Ravenloft
hit","rollAction":"Psychic Orb"} to hit, range 120 ft., one creature. Hit: 18 (2d10 + 7);{"diceNotation":"2d10+7","rollType":"damage","rollAction":"Psychic Orb","rollDamageType":"psychic"} psychic
slurry. It then instantly returns in its greater form. Only if the emissary is defeated in its greater form does the star spawn die.
After finishing a long rest, a greater star spawn emissary regains
Monsters
Storm King's Thunder
","rollDamageType":"slashing"} slashing damage.
Longbow. Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Longbow"} to hit, range 150/600 ft., one target. Hit: 9 (2d8
said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh: the dao were forced to
Monsters
Van Richten’s Guide to Ravenloft
","rollDamageType":"acid"} acid damage.
Psychic Orb. Ranged Spell Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Psychic Orb"} to hit, range 120 ft., one creature. Hit: 27 (3d12 + 8
in its lesser form. When this form is destroyed, the emissary’s body collapses into a gory slurry. It then instantly returns in its greater form. Only if the emissary is defeated in its greater
Species
Mordenkainen Presents: Monsters of the Multiverse
feeling of security wherever they go, for even if they visit a far, unknown country, they have a place to lay their heads.
Tortles exhibit the same range of coloration and patterns found among turtles
ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player&rsquo
Monsters
Icewind Dale: Rime of the Frostmaiden
":"Chromatic Orb"} to hit, range 90 ft., one creature. Hit: 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Chromatic Orb","rollDamageType":"cold"} cold damage.Auril can take 3 legendary
current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final
Monsters
Icewind Dale: Rime of the Frostmaiden
sleep.Multiattack. Auril uses Polar Ray twice.
Polar Ray. Ranged Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Polar Ray"} to hit, range 120 ft., one target. Hit: 14 (4d6
, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however
Species
Mordenkainen Presents: Monsters of the Multiverse
range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red
or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Species
Mordenkainen Presents: Monsters of the Multiverse
a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed
that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion The chapter concludes when the characters leave Faunel or when they have defeated the Vile Hunt. If the characters return to any of the leaders of the animal groups, the leaders commend
the characters’ actions and provide them any promised rewards. Razak also thanks the characters for their help and gifts them his ring of animal influence. Once the chapter concludes, consult the “Advancing in Level” section of chapter 4 and let the characters determine their next destination.
Monsters
Icewind Dale: Rime of the Frostmaiden
Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Ice Dart"} to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Ice
after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Aftermath of the Siege When Kansaldi is defeated, the Red Dragon Army breaks completely, retreating southeast toward the Taman Busuk. The adventure unfolds in one of two ways from here: With Mass
Combat. If you are using the Dragonlance: Warriors of Krynn game along with this adventure, consult the “Warriors of Krynn: Scenario 12” sidebar. Without Mass Combat. If you aren’t using the Dragonlance
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
: Warriors of Krynn game along with this adventure, consult the “Warriors of Krynn: Scenario 8” sidebar. Without Mass Combat. If you aren’t using the Dragonlance: Warriors of Krynn game, continue with the
ring of resistance (fire) taken from a defeated Dragon Army officer. Characters gain no benefit for a loss.
At the end of the scenario, proceed with the “A New Threat” section.
Monsters
Fizban's Treasury of Dragons
discuss how they might reunite and restore Sardior, the Ruby Dragon.
2
A horde of revenant;revenants led by a death knight has one goal—destroying the ancient sapphire dragon who defeated
", "rollAction":"Awesome Thunder", "rollDamageType":"thunder"} thunder damage and be stunned until the end of its next turn.
Beguiling Whisper. The dragon telepathically whispers to one creature within range
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reincarnate Level 5 Necromancy (Druid) Casting Time: 1 hour
Range: Touch
Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You touch a dead
Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
To the Coast The journey to Dread Wolf Cove takes five days—fewer if the characters have Clystran’s guidance or other methods of conveyance. Consult the “Movement in the Wastes” section in chapter 5
dragonnels flee if their riders are defeated. Wasteland Dragonnel. The coppery dragonnel is entangled in a net. A character who warily approaches the dragonnel can remove the net by succeeding on a DC 10
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reincarnate Level 5 Necromancy (Druid) Casting Time: 1 hour
Range: Touch
Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You touch a dead
Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the countless possibilities, some of the most popular reasons to come here are the following: Consult a sage. Morgrave University might not be the finest institute of learning in Khorvaire, but it’s
wide range of performance venues, from the Grand Stage to the many taverns of Lower Menthis. In addition to enjoying the entertainment, you could try to find work—either showcasing your artistic
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters in Blingdenstone Once per day while the characters are exploring the deep gnome settlement, roll a d20 and consult the Blingdenstone Encounters table to determine what, if anything
. Cave Badgers The svirfneblin use these beasts as part of their digging workforce. Cave badgers are giant badgers with AC 12 (natural armor), tremorsense out to a range of 60 feet, and a burrowing speed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Narbondellyn district, roll a d20 and consult the Narbondellyn Encounters table, or choose an encounter that you like. The party can avoid random encounters in Narbondellyn by succeeding on a DC 13 Dexterity
that the noble is being carried around in a palanquin by unarmed slaves. Roll a d6 and consult the Drow House Slaves table to determine what kind of slaves and how many. Drow House Slaves d6 Slaves 1
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
General Features The following features are common throughout the Caves of Hunger: Ceilings. Most cavern ceilings are 30 feet high and made of smooth ice. Tunnel ceilings range from 10 to 15 feet
for a psychic haunting, in which case roll a d20 and consult the Psychic Haunting table to determine if the area contains a haunting. If one is present, its image or its effect can’t leave the cave
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unless attacked by them. They are giant wasps, with these changes: The wasps are constructs with AC 16 (natural armor), 24 hit points each, and darkvision out to a range of 60 feet. They have immunity
effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
to affect a particular spell? You can use Twinned Spell on a spell that … targets only one creature doesn’t have a range of self is incapable of targeting more than one creature at the spell’s current
level If you know this rule yet are still unsure whether a particular spell qualifies for Twinned Spell, consult with your DM, who has the final say. If the two of you are curious about our design
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
the creature, but it has no range restriction. For a Wizard to cast a Ritual spell contained in their spellbook, do they need to read from the book or use it as part of the Ritual? Thanks to the Ritual
Ritual following the normal rules, they don’t need to consult their spellbook (unless they’re using it as a Spellcasting Focus for said spell).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
encounters instead of using the tables in chapter 2. Once every hour, roll a d20 and consult the table to determine what, if anything, the party encounters. Drow Defenses d20 Encounter 1–10 No
the end of chapter 8). Characters who can see out to a range of 120 or more and are moving at a normal pace spot the drow scouts with a successful DC 16 Wisdom (Perception) check. If the characters are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
reserves, or otherwise planning the fortress’s defense. Areas 1, area 5, and area 19 have particular encounters associated with them (see “Assault Encounters”). For every other area, consult the following
possible that the party could be overwhelmed by foes. Consult the “Handling Mobs” section in chapter 8 of the Dungeon Master’s Guide to help deal with large numbers of enemies. Concluding the Assault






