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Returning 35 results for 'been before details completely round'.
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been before deals complete rune
Spells
Player’s Handbook
, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when
. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell
Spells
Player’s Handbook
determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature
make an ability check.
Actions
Multiattack. The insect makes a number of attacks equal to half this spell’s level (round down).
Poison Jab. Melee Attack Roll: Bonus equals your spell attack
Spells
Player’s Handbook
, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The
Psychic damage.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down).
Claw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack
Spells
Player’s Handbook
, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when
Multiattack. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the
Spells
Player’s Handbook
. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the
number of Fey Blade attacks equal to half this spell’s level (round down).
Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell’s level
Spells
Player’s Handbook
: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or
space and takes 1d10 Force damage for every 5 feet traveled.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down).
Deathly Touch (Ghostly Only
Spells
Player’s Handbook
, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit
to half this spell’s level (round down).
Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell’s level Piercing damage.
Spells
Player’s Handbook
Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies
a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
Spells
Player’s Handbook
. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is
makes a number of attacks equal to half this spell’s level (round down).
Bite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell
Stinking Cloud
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn
retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
place in the initiative order and animates at the start of its next turn, provided that its body hasn’t been completely destroyed.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
the next round.
Walls sprout spectral appendages until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the tyrant and starts its
Magic Items
Strixhaven: A Curriculum of Chaos
creature must use its action each round to make one attack against the nearest non-cursed creature. If the cursed creature has multiple possible targets, it attacks one at random. This effect ends if the
creatures bearing the curse. This aura is distinctive, but in a way detect magic offers no further details about.
Destroying the Orb. Murgaxor’s orb has AC 18; 20 hit points; immunity to necrotic
Monsters
Mythic Odysseys of Theros
within her hair, and sacrificing themselves in her defense if they must.
See “Myths of Nylea” in chapter 2 for more details on the tragedy of Arasta.
Arasta as a Mythic Encounter
Arasta
the webs can be anchored between two solid masses (such as walls or trees). The webs are flammable. Any webs exposed to fire burn away in 1 round. Any destroyed webs are magically repaired at the
Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
, though, the servant uses its Ghost in the Machine property and turns the crew members against each other.
If the crew members successfully implement the code, at the end of the third round, the
Monsters
Fizban's Treasury of Dragons
","rollType":"roll","rollAction":"Adventure Hook"}
Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a
one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and
reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and
reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Adventure Hook"}
Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue
the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Cancellation. The dragon chooses an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ending a Session Try not to end a game session in the middle of an encounter. It’s difficult to keep track of information such as Initiative order and other round-by-round details between sessions
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
2 to inspire you as you craft a monster’s unique details. When it comes time for the final confrontation, it might not matter whether the bridge-haunting merrow was the product of an amoral
completely different paths for adventurers to follow when investigating the creature and ensuring nothing like it ever returns to be a menace again.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ending a Session Try not to end a game session in the middle of an encounter. It’s difficult to keep track of information such as Initiative order and other round-by-round details between sessions
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
magic zone or wild magic zone (see the Dungeon Master’s Guide for details about both). The presence of either zone doesn’t affect the time gate. 3 Fast Movement. All creatures’ Speeds are doubled. 4 Slow Movement. All creatures’ Speeds are halved (round down).
area has one environmental effect: extreme cold, extreme heat, heavy precipitation, or strong wind (see the Dungeon Master’s Guide for details about each). 2 Dulled or Warped Magic. The area is a dead
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
university renamed this hall in his honor and built an enormous statue of him at its center. Details about the hall are summarized here: Ceilings. The center of the hall rises 200 feet above the floor to a
up or down like escalators, or flatten out completely before raising or lowering like lifts to accommodate larger creatures and mobility devices, depending on users’ needs. Transport Glyphs. Runic
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
characters what he plans to do, and how he plans to do it. While Gar doesn’t gloat, he will speak of his intentions as though his success is inevitable. Once Gar has completely described his plans, he
characters to complete this combat, and exit the chamber. While they’re in combat here, Gar has proceeded to the final encounter that begins with his assault on the kraken priests. See below for more details
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
element and give details on how to flesh out your world with gods, factions, and so forth. The assumptions sketched out above aren’t carved in stone. They inspire exciting D&D worlds full of adventure
champions of the first great empires, such as the empires of Netheril and Cormanthyr in the Forgotten Realms setting. The World Is Known. What if the world is completely charted and mapped, right down to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Wheelwatch Alert The Dragon Army troops occupying Wheelwatch Outpost are on the lookout for danger. Use the following details to guide when the Dragon Army soldiers go on alert and how that affects
activity, they attempt to sound an alarm horn 1 round later on their turn. Once an alarm horn is sounded, the fort goes on alert. Alert If a threat is detected, the eight Dragon Army soldiers (see
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, this one has been cleared completely of debris, forming a seemingly easy path forward. Unfortunately, it’s a trap. While there are no outward signs for characters to notice that might give this fact
) check to escape the grapple. Unrestrained characters in the area must save against this effect at the beginning of their turn each round. As the characters are being grappled, a freezing fog fills the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
.
A lit torch or its equivalent uses up air as a character does. Briefer but hotter magical effects consume 1 hour of air per die of fire damage per round. For example, a fireball spell that deals 8d6
tunnels and chambers are filling with water flowing in from area 6. The water rises at a rate of 1 foot per hour, meaning most of the tunnels and chambers will be completely flooded within 10 hours. Areas
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
strictures, one they opposed or were an outsider in, or something completely unknown or alien to them? While a domain’s culture might take inspirations from fantastical or historical examples, remember
out. These details can fade into the background as your adventures focus on more exciting threats, or you can highlight the cosmic dread that declares, yes, this place doesn’t make sense at all, yet it
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
are all now completely normal ways to discover and enjoy D&D, back then, not so much. We just did it because it seemed like a cool idea, and ten years later, it seems like maybe we were right. Today
Acquisitions Incorporated world, founding members and characters from the company’s ongoing adventures. Appendix B details foes, from terrifying deep crows to infamous keg robots. Appendices C, D, and E conclude
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
, it sinks 1d4 + 1 feet into the quicksand and becomes restrained. At the start of each of the creature’s turns, it sinks another 1d4 feet. If the creature isn’t completely submerged in quicksand, it
can escape by using its action and succeeding on a Strength check, DC 10 plus the number of feet the creature has sunk already. A creature that is completely submerged in quicksand can’t breathe (see
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Statistics Retainers are designed to be easy to run so their player (who is already managing a complex character) doesn’t get overwhelmed with even more details. Each retainer has a simple stat block
each round. Retainers can use their signature attack to make opportunity attacks, even if their signature attack isn’t a melee weapon attack. A retainer gains new features at 3rd, 5th, and 7th level
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
small round door closing off each cell. The floor of one cell is covered with several inches of stinking water. The other cell holds a figure in rags slumped against the back wall.
This hut is round
be battling one of the characters in trial by combat (see area D9 for details). Bavlorna is a recluse who rarely leaves her cottage. She enjoys making foul bargains with visitors. If the characters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
) check finds the ship’s ledger and the captain’s log, both written in Common. The log details the ship’s last voyage, including an account of the terrible storm that threw Emperor of the Waves off
covered with charts and maps. A giant spider and an ettercap lurk near the ceiling above the table, completely hidden in webbing and shadow. They attack the first creature to examine the charts and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The
surfaces, including along ceilings, without needing to make an ability check.
Actions
Multiattack. The insect makes a number of attacks equal to half this spell’s level (round down).
Poison Jab.Melee






