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Returning 35 results for 'before beauty doesn common random'.
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Spells
Player’s Handbook
1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
1d10
Behavior for the Turn
1
The target doesn’t take an action, and it
uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.
2–6
The target doesn’t move or take actions.
7–8
The target doesn
Spells
Player’s Handbook
.
The spell doesn’t enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.
If a Plant creature is in the area, you can communicate with it as if you shared a common language.
Monsters
Monster Manual
Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain.
Gibbering. The mouther babbles incoherently while it doesn’t have the Incapacitated
random direction. 7–8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.Bite. Melee Attack Roll: +2
Spells
Player’s Handbook
Fiend, the target doesn’t return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM’s choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Magic Items
Dungeon Master’s Guide
blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes
.
Random Properties. The sword has the following random properties (see “Artifacts”):
1 minor beneficial property
1 major beneficial property
1 minor detrimental property
1 major
Species
Player’s Handbook
abyssal legacy. Horns, fur, tusks, and peculiar scents are common physical features of such tieflings, most of whom have the blood of demons coursing through their veins.
Chthonic
Tieflings who have the
chthonic legacy feel not only the tug of Carceri but also the greed of Gehenna and the gloom of Hades. Some of these tieflings look cadaverous. Others possess the unearthly beauty of a succubus, or
Magic Items
Dungeon Master’s Guide
with it. The wand deals an extra 2d12 Necrotic damage on a hit.
Random Properties. The Wand of Orcus has the following random properties:
2 minor beneficial properties
1 major beneficial property
Darkvision out to 120 feet.
The wand communicates telepathically with its wielder and speaks Abyssal and Common.
Personality. The wand’s purpose is to help satisfy Orcus’s desire to slay
Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01–50
You cast a random spell determined by
Monsters
Monster Manual
Earth Glide. The cataclysm can burrow through nonmagical, unworked earth and stone. While doing so, the cataclysm doesn’t disturb the material it moves through.
Legendary Resistance (4/Day
effects at random (roll 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Cataclymic Event"}):
1: Clinging Flames. Dexterity Saving Throw: DC 23, each creature in a 60-foot-radius Sphere
Magic Items
Dungeon Master’s Guide
. Blackrazor is a sentient Chaotic Neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and Darkvision out to 120 feet.
The weapon speaks Common and can communicate
, as though accustomed to being obeyed.The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and
Spells
Player’s Handbook
using magic, or a place you know through someone else’s description, perhaps from a map.
“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy
destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.
On Target. You and your group (or the target object) appear where you intended.
Magic Items
Dungeon Master’s Guide
divined.
Nature can’t abide the book’s presence. Ordinary plants wither in its presence, common animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even
a minimum of 3. The book can’t adjust your ability scores again.
Tireless Form. While the book is on your person, you have Immunity to the Exhaustion condition.
Random Properties. The Book of
Magic Items
Dungeon Master’s Guide
free from the socket. The hand is a shriveled left extremity.
Random Properties of the Eye and Hand. The Eye of Vecna and the Hand of Vecna each have the following random properties (see Artifacts
minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
Magic Items
Dungeon Master’s Guide
the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after
ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on
Monsters
Forgotten Realms: Adventures in Faerûn
damage if it fails, provided it doesn’t have the Incapacitated condition.Multiattack. The nimblewright makes three attacks, using Scimitar or Clockwork Crossbow in any combination.
Scimitar
or other areas where they are common. Roll or choose a result from the Nimblewright Tasks table as inspiration for what a nimblewright guard or nimblewright hulk might be doing in a busy public place
Monsters
Forgotten Realms: Adventures in Faerûn
damage if it fails, provided it doesn’t have the Incapacitated condition.Hooves. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Hooves"}, reach 5 ft. Hit: 7
flavor in Calimshan or other areas where they are common. Roll or choose a result from the Nimblewright Tasks table as inspiration for what a nimblewright guard or nimblewright hulk might be doing in
Monsters
Forgotten Realms: Adventures in Faerûn
damage if it fails, provided it doesn’t have the Incapacitated condition.
Magic Resistance. The nimblewright has Advantage on saving throws against spells and other magical effects.Multiattack
whirling pirouettes.
Nimblewrights can serve as interesting background flavor in Calimshan or other areas where they are common. Roll or choose a result from the Nimblewright Tasks table as inspiration for
Monsters
Forgotten Realms: Adventures in Faerûn
pallor common to liches, she prefers to maintain a magical disguise that allows her to appear as the high elf she was in life. Ever the schemer, Valindra doesn’t use this disguise out of nostalgia
Magic Items
Forgotten Realms: Adventures in Faerûn
can also cast this spell of its own free will. Once the spell has been cast using the crown, it can't be cast again until 7 days have passed.
Random Properties. The Artifact has the following random
Common.
Personality. The crown contains the essence of Myrkul and exists to spread that god’s will, which is to slay the living, raise the dead, and sow fear across the Material Plane. The crown
Darkling
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from history, but the stories call him Dubh Catha ("Dark Crow" in Common). So great was the Summer Queen's wrath
that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith-or, in Common, "darklings." Darklings most often settle in secluded caverns and
Monsters
Planescape: Adventures in the Multiverse
. This movement doesn’t provoke opportunity attack;opportunity attacks.Mustevals are small, mousy guardinals skilled at evading danger. Their speed, stealthy nature, and illusion magic make them
Humanoids with bestial traits. In their daily interactions, guardinals embody the beauty, calm, and righteousness of their home plane. Guardinals can be found throughout the Outlands, especially in Ecstasy
Darkling Elder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
call him Dubh Catha ("Dark Crow" in Common). So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith-or
, in Common, "darklings." Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins
Monsters
Bigby Presents: Glory of the Giants
Mutation. When the troll mutate is created, it gains one of four possible body mutations at random;{"diceNotation":"1d4","rollType":"roll","rollAction":"Mutation"}: 1, Elastic Body; 2, Psionic Mirror
damage, each creature within 20 feet of it takes that damage as well.
Regeneration. The mutate regains 10 hit points at the start of its turn. If the mutate takes acid or fire damage, this trait doesn
Spells
Xanathar's Guide to Everything
damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke
opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects.
Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep.Bite. Melee
", "rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random effect (roll a d6;{"diceNotation":"1d6", "rollType
Monsters
Planescape: Adventures in the Multiverse
saving throw or take 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Dive Attack", "rollDamageType":"piercing"} piercing damage and have the prone condition.
Flyby. The avoral doesn
, guardinals are animalistic Celestials who hail from Elysium. Guardinals resemble Humanoids with bestial traits. In their daily interactions, guardinals embody the beauty, calm, and righteousness of
Monsters
Spelljammer: Adventures in Space
Flyby. The mollymawk doesn’t provoke opportunity attack;opportunity attacks when it flies out of an enemy’s reach.
Hold Breath. The mollymawk can hold its breath for 15 minutes.Bite
","rollDamageType":"piercing"} piercing damage.Space mollymawks are as common in Wildspace as albatrosses are on the Material Plane. They perch on the hulls of spelljamming ships and move from one ship
Classes
Tasha’s Cauldron of Everything
bonds, and an astral self doesn’t necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur—the strength of which the monk
feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc’s soul. Each astral self is unique, and some of the monks of
Monsters
Bigby Presents: Glory of the Giants
Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the target and the ally doesn’t have the incapacitated
Strength saving throw or have the prone condition. If the target has the prone condition, the lion can make another Rend attack against it as a bonus action.Roughly twice the size of a common lion, a
Monsters
Candlekeep Mysteries
Unusual Nature. The commoner doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. When it drops to 0 hit points, it becomes a lifeless
notices that if the villagers are asked about anything outside Wisteria Vale or their individual talents, they quickly change subjects to small talk about the weather or gossip, and always in Common
Monsters
Waterdeep: Dungeon of the Mad Mage
the turn:
1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
Speak with Plants
Legacy
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Spells
Basic Rules (2014)
and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and
move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical
Magic Items
The Wild Beyond the Witchlight
11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn’t like to back down from a fight.
Monsters
Mythic Odysseys of Theros
vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its
creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters.
Constructed Nature. An anvilwrought doesn’t require air, food, drink, or sleep.Fire, Poison
Faerie Dragon (Older)
Legacy
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Monsters
Monster Manual (2014)
action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving






