Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'been boat devour compelled rolls'.
Other Suggestions:
been beast devote compelled rules
been best devote compelled rules
been best devoid compelled rules
been born devoid compelled rules
been both devote compelled rules
Magic Items
Dungeon Master’s Guide
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
to 0 Hit Points, Blackrazor devours your soul (see “Devour Soul” below).
While you hold this weapon, you have Immunity to the Charmed and Frightened conditions, and you have Blindsight
Compelled Duel
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine
demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away
Monsters
Quests from the Infinite Staircase
Aversion to Fire. If the gibberling takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Incessant Gibberish. Any non-gibberling that is within
rarely encountered alone. They rampage in dense swarms, crawling and leaping over each other to rip, shred, and devour everything in their path.
Gibberlings are named for their incoherent chattering
Monsters
Quests from the Infinite Staircase
Aversion to Fire. If the swarm takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Incessant Gibberish. Any non-gibberling that is within 60
leaping over each other to rip, shred, and devour everything in their path.
Gibberlings are named for their incoherent chattering. Loud and shrill, their exasperating nonsense distracts even the most
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The decaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The decaton has advantage on initiative rolls.
Disintegration. If
Monsters
The Book of Many Things
damage. If the target is a creature, it has disadvantage on attack rolls until the end of the hag’s next turn.
Spellcasting. While holding its shears, the hag casts one of the following spells
throw, and the creature has disadvantage on this save if it has damaged the hag within the last minute. On a failed save, the creature has disadvantage on ability checks, attack rolls, and saving
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The nonaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The nonaton has advantage on initiative rolls.
Disintegration. If
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The hexton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The hexton has advantage on initiative rolls.
Disintegration. If the
Monsters
Acquisitions Incorporated
with spell attacks). He has the following paladin spells prepared:
1st level (4 slots): command, compelled duel, cure wounds, wrathful smite
2nd level (2 slots): aid, branding smite, lesser restoration
":"Greatsword"} to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3","rollType":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage. Whenever Donaar rolls a 1
Monsters
Van Richten’s Guide to Ravenloft
advantage on attack rolls against it.
A creature can use its action to try to detach the carrion stalker and force it to move into the nearest unoccupied space, doing so with a successful DC 11 Strength
.
Carrion stalkers also enjoy symbiotic relationships with carrion crawler;carrion crawlers. Carrion crawlers won’t devour bodies infested by carrion stalkers, but they often pick up stalker larvae as
Blackrazor
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul
Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and
advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against
Compelled Duel 1st-level enchantment Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Concentration, up to 1 minute You attempt to compel a creature into a duel. One creature that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Compelled Duel Level 1 Enchantment (Paladin) Casting Time: Bonus Action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You try to compel a creature into a duel. One
creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can’t willingly move to a space
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. 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 to 0 Hit Points, Blackrazor devours your soul (see “Devour Soul” below). While you hold this weapon, you have
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
individual members devour one another until only the strongest hatchlings are left alive to grow to maturity. Sahuagin Hatchling Swarm
Large swarm of Tiny beasts, chaotic evil
Armor Class 14
Hit
—
Challenge 3 (700 XP)
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Seething. Once it enters combat, the swarm deals 10 slashing
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
with Amanisha, the effects of Jijibisha’s wall of fire spell spring up, separating as many characters from their boat as possible. Read the following description: A woman with tattered, ancient robes and
has disadvantage on ability checks and attack rolls until she regains it. She fights to the death. A character who succeeds on a DC 20 Intelligence (History) check has heard of Jijibisha Manivarshi and can confirm that she was favored to win the Shankha Trials the year Manivarsha was destroyed.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
divinations; they delight in such glimpses and are compelled to speak of what they see. Those who dare harm a fate hag find silvery threads of destiny winding around their bodies, tightening and
disadvantage on attack rolls until the end of the hag’s next turn.
Spellcasting. While holding its shears, the hag casts one of the following spells, requiring no material components and using Wisdom as the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
undead creatures that devour all life they encounter. Mighty Spawn. One can reach the Negative Plane from the Shadowfell, much in the same way that it is possible to step from the Material Plane into
nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape. Beings of Anti-Life. One can discern
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
, frightened
Senses truesight 120 ft., passive Perception 18
Languages Modron, telepathy 120 ft.
Challenge 8 (3,900 XP) Proficiency Bonus +3
Axiomatic Mind. The decaton can’t be compelled to act in a
manner contrary to its nature or its instructions.
Combat Ready. The decaton has advantage on initiative rolls.
Disintegration. If the decaton dies, its body disintegrates into dust, leaving
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. They rampage in dense swarms, crawling and leaping over each other to rip, shred, and devour everything in their path. Gibberlings are named for their incoherent chattering. Loud and shrill, their
Perception 8
Languages Gibberling
Challenge 0 (10 XP) Proficiency Bonus +2
Aversion to Fire. If the gibberling takes fire damage, it has disadvantage on attack rolls and ability checks until the end
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
have the names Predator and Prey etched into their transoms. A detect magic spell or similar effect reveals an aura of transmutation magic around each vessel. Each boat can hold up to four Small or
Medium creatures and their gear, and each contains two oars, an empty wooden bucket, and a 50-foot-long coil of hempen rope. Predator. Creatures aboard the Predator have advantage on attack rolls while
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
wants immunity for all of his past crimes. The characters are in no position to grant his wish, but they might threaten him, persuade him, or use magic to charm him. If he is compelled to reveal the
complete, the following weather effect is in play. Autumn Wind. Wind whistling through the streets imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. The wind also extinguishes open fires smaller than a torch flame.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
(5,900 XP) Proficiency Bonus +4
Axiomatic Mind. The nonaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The nonaton has advantage on initiative rolls
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour
24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
, frightened
Senses truesight 120 ft., passive Perception 23
Languages all, telepathy 120 ft.
Challenge 13 (10,000 XP) Proficiency Bonus +5
Axiomatic Mind. The hexton can’t be compelled to act
in a manner contrary to its nature or its instructions.
Combat Ready. The hexton has advantage on initiative rolls.
Disintegration. If the hexton dies, its body disintegrates into dust, leaving
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
are drawn more and more into the blood lust. Audiences clamor for more violence, and those who get too caught up in the revelry feel compelled to partake in the indiscriminate killing. Master of
weapon if necessary.
Feed on the Crowd. Whenever a creature within 60 feet of the master dies, the master gains 15 temporary hit points and has advantage on all attack rolls, ability checks, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
set web snares to catch sprites and pixies, which they hungrily devour, and will encase a dryad’s tree in webbing in a vain attempt to trap the dryad. Otherwise timid fey will sometimes approach
, and the target is grappled (escape DC 12). Until this grapple ends, the target can’t breathe, and the ettercap has advantage on attack rolls against it.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
paralyzed, fixated on the horrific creature as it oozes forward to consume them. All-Consuming. Driven to devour any creature it can reach, a gibbering mouther flows over victims transfixed by its ranting
its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
stalkers also enjoy symbiotic relationships with carrion crawlers. Carrion crawlers won’t devour bodies infested by carrion stalkers, but they often pick up stalker larvae as they root among filth. The
stalker moves with the target and has advantage on attack rolls against it.
A creature can use its action to try to detach the carrion stalker and force it to move into the nearest unoccupied space
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters if they cross paths. If the characters make it to the upper deck, they must hail the sailors aboard the rowboat from Soul of Winter and wait for the boat to reach them. Movement Movement is
character can attempt to drive off the octopus by dealing damage to it. A character can use an action to make a ranged attack or melee attack, or to cast a spell. Assume that any attack rolls hit but are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following paladin spells prepared:
1st level (4 slots): command, compelled duel, cure wounds, wrathful smite
2nd level (2
hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Whenever Donaar rolls a 1 or 2 on a damage die, he can reroll the die and must use the new roll.
Whip. Melee Weapon Attack: +5 to hit
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Long-Term Madness d100 Effect (lasts 1d10 x 10 hours) 01-10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting
disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. 56-65 The character is blinded (25%) or deafened (75%). 66-75 The character experiences uncontrollable
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
dirt, slime, or offal. 81–90 The character is stunned. 91–100 The character falls unconscious. Long-Term Madness d100 Effect (lasts 1d10 × 10 hours) 01–10 The character feels compelled to repeat
. 46–55 The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. 56–65
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
in his name. You can cast compelled duel with this trait a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Charisma is your
, you can call on Iroas’s blessing, gaining the following benefit for 1 minute or until you are incapacitated: creatures within 30 feet of you can’t gain advantage on attack rolls against you. Once you
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
it. Until the end of the angel’s next turn, each target can add a d4 to its attack rolls and saving throws.
ALEX KONSTAD
Firemane Angel Firemane angels are holy champions and paragons of war
, requiring no material components:
3/day each: compelled duel, guiding bolt (as a 5th-level spell)
1/day each: daylight, fireball (as a 6th-level spell)
Magic Resistance. The angel has advantage on






