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Returning 32 results for 'before been dominate contained rolling'.
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Magic Items
Dungeon Master’s Guide
attuned to the book, you can cast the following spells (save DC 18) from it:
Animate Dead
Circle of Death
Dominate Monster
Finger of Death
Once you use the book to cast a spell, you can’t
damage unless the creature is a Fiend or an Undead.
Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
the book’s contents, provided that those modifications advance evil and expand the lore already contained within.
Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature
made to interact with non-evil creatures.
Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You
Monsters
Mordenkainen Presents: Monsters of the Multiverse
1/day each: dominate monster, plane shift (self only)The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end
master, which then absorbs the knowledge and experience contained therein. Mind flayers conceive of this oneness with the elder brain as a sacred state akin to an afterlife.
Hive Mind
Elder brains
Magic Items
Keys from the Golden Vault
the book’s contents, provided that those modifications advance evil and expand the lore already contained within.
Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature
-evil creatures.
Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can’t use this
Kalashtar
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
an orphan kalashtar raised among strangers.
The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table
evil spirits that dominate it. The rebel quori believe that through meditation and devotion, they can change the fundamental nature of Dal Quor, shifting the balance from darkness to light. Most
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
that once contained foodstuffs. Two hill giants sleep here at any given time, snoring loudly. One sleeps in the westernmost chamber, the other in the easternmost chamber. They awaken to the booming
, and 1d6 × 100 gp plus 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
deals 20 (4d8 + 2) bludgeoning damage (half damage on a successful save, as normal). When an air elemental is destroyed, the gold coins contained within it tumble to the floor (see “Treasure”). The
most prized treasures of Iymrith’s hoard are contained in six stone sarcophagi buried 10 feet under the sandy floor and scattered about the room. Each sarcophagus has a sequester spell cast upon it
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Waterdeep and Neverwinter to the north while contending with the aggressive mercantile nation of Amn to the south. Amn seeks to dominate trade on the Sea of Swords and views Baldur’s Gate as a growing threat
great library of Candlekeep, one must furnish the library’s monks with a book not already contained in the library’s archives. Travelers on the way to Candlekeep often stop in Baldur’s Gate
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Waterdeep and Neverwinter to the north while contending with the aggressive mercantile nation of Amn to the south. Amn seeks to dominate trade on the Sea of Swords and views Baldur’s Gate as a growing threat
great library of Candlekeep, one must furnish the library’s monks with a book not already contained in the library’s archives. Travelers on the way to Candlekeep often stop in Baldur’s Gate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can be found are contained in Arcturia’s personal spellbook, which magically changes its appearance each dawn. When first discovered, it has black crystal covers and gold-leaf pages engraved with
arcane runes and phrases. The book is titled Arcturia’s Arcane Esoterica: Vol. IX, and it contains the following spells: antimagic field, astral projection, dominate monster, feeblemind, gate, incendiary
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
contents and reap its benefits. The creature can then freely modify the book’s contents, provided that those modifications advance evil and expand the lore already contained within. Whenever a non-evil
Charisma (Intimidation) checks made to interact with non-evil creatures. Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
54. Rolling Doom After ten feet, this dusty corridor becomes a staircase that descends fifteen feet to a lower tunnel. Resting on the floor at the bottom of the staircase is an old treasure chest
climb without the aid of magic or climbing gear. The pit’s acid can be safely contained in glass vials if the characters have any at hand, and can then be used as the acid in chapter 5, “Equipment,” of the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
healing). Each potion is contained in a 1-foot-tall crystal flask that weighs 15 pounds while full, or 5 pounds when empty. A giant potion must be consumed in its entirety to gain its effect, and it
takes a Medium or Small character 1 minute to chug one down. Five spell scrolls (animate objects, chain lightning, dominate monster, legend lore, and phantasmal killer). Each scroll is written on a 12
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Spells. While attuned to the book, you can cast the following spells (save DC 18) from it: Animate Dead Circle of Death Dominate Monster Finger of Death Once you use the book to cast a spell, you can’t
unless the creature is a Fiend or an Undead. Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with cloth or wax prevents the darts contained within from launching. The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged
triggers the trap. Rolling Sphere Mechanical trap When 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot-diameter
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone vats, arranged in two rows of three, dominate this 20-foot-high room.
Doors and Barrels. A double door in the west wall has stacks of old barrels on both sides of it (see “Barrels” below). The
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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
comes within 20 feet of the wall of ice is targeted by a dominate monster spell (save DC 15). The entity can concentrate on up to ten such spells at once. Any creature that successfully saves against
on a successful one. Whether the save succeeds or fails, a creature subjected to the hour-long probe also gains a randomly determined form of long-term madness, determined by rolling on the Long-Term
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
rolling on the Icewind Dale Trinkets table in appendix A). If the characters clearly portray themselves as enemies of the goblins, Spellix removes his goblin mask so that the characters don’t mistake
or pay someone in Ten-Towns to cast the spell (see “Magic in Ten-Towns”). Unlocking the crate causes the gibbering mouther contained inside it to spill out. It attacks all other creatures indiscriminately. K13. Treasury This small room is empty.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shrine almost resembles a lantern, designed to be easily transportable. Contained inside is a black basalt statuette of Lolth in her drow form, strung with cobwebs. A detect magic spell reveals an
aura of enchantment magic around the statuette. Any creature that touches the statuette must succeed on a DC 17 Wisdom saving throw or suffer a random form of short-term madness, determined by rolling on
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher’s Delight table. Once the hook conjures a fish, it can’t do so again until the next dawn.
Hook
, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its flame
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Arcanist deviants that taste freedom from the colony react in a variety of ways. Some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony
thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Spellcasting. The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
elder brain’s servants feed its brain to their master, which then absorbs the knowledge and experience contained therein. Mind flayers conceive of this oneness with the elder brain as a sacred state
spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At will: detect thoughts, levitate
3/day: modify memory
1/day each: dominate monster, plane shift (self
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
dance to fill others with vigor. As a Bonus Action, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
6. Annam’s Temple When the characters enter or peer into this temple, read: Thick frost clings to every surface of this 100-foot-high vaulted chamber. Seven enormous statues dominate the room. The
sound of rolling thunder fills the temple, loud enough to be heard throughout the complex. Any creature that steps into the archway appears in area 11. The archway remains active for 1 hour. Any
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
attack against it as a bonus action.
Galeb Duhr
Medium elemental, neutral
Armor Class 16 (natural armor)
Hit Points 85 (9d8 + 45)
Speed 15 ft. (30 ft. when rolling, 60 ft. rolling
XP)
False Appearance. While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.
Rolling Charge. If the galeb duhr rolls at least 20 feet straight toward a target and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sensation pays well for sensations not contained in its extensive collection. Sensates reward adventurers for delivering sensory stones that contain coveted yet dangerous experiences, such as the thrill
lecterns that dominate its stage. Though anyone can spectate, only the Council of Speakers can participate in these debates. Each ascendant faction in Sigil has at least one speaker: typically the factol
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
surface of the water undulates in big, rolling waves.
The ceiling is 30 feet above the eater’s surface. A water elemental myrmidon (see chapter 7) lurks under the water but rises to attack trespassers
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
mahogany desk faces the fireplace of this private library, and two overstuffed chairs fill the room’s corners. Floor-to-ceiling bookshelves line the south wall. A rolling wooden ladder allows access
doll’s head and looks down its neck finds a Spell Scroll of Detect Evil and Good. D21: Secret Stairs This narrow spiral staircase is made of creaky wood contained within a 5-foot-wide shaft of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
crystal, roll 1d20 on the Crystal Images table to determine the image contained within it. The three newer crystals are results 1, 2, and 3; if a character examines the newer crystals, use only those
ability (spell save DC 16):
At will: dancing lights, detect magic, detect thoughts, disguise self, mage hand, prestidigitation
1/day each: dominate monster, globe of invulnerability, invisibility
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
lid frozen shut. Dealing 5 damage or more to the lid forces it open. The chest contains 1,500 sp, 450 gp, and 1d3 magic items, determined by rolling on Magic Item Table C in chapter 7 of the Dungeon
inside the adamantine forge in Ironslag (see chapter 8, “Forge of the Fire Giants,” area 29), the fire primordial is trapped within that forge and likewise contained. If the primordial is released
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sickly ethereal light. With a horrid slurping sound, writhing tentacles spill forth through the open doorway and lash toward you.
This self-contained dimension is fueled by the power of the Far Realm
) slashing damage. Secure the Rum. Casks of rum are rolling around the decks, creating a short-term danger to the crew — and a longer-term danger to the crew’s morale if too much of the rum goes overboard. A
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
when the trap is sprung must succeed on a DC 20 Dexterity saving throw or take 10 (4d4) piercing damage and have the poisoned condition for 1 hour. Treasure. Contained within the box is a delicate gold
pillars are spaced throughout this musty room, the ceiling of which is only ten feet high. In the flickering light, you see two massive, rolling constructs roving the space.
The room’s ceiling is 10






