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Returning 35 results for 'before before door call roll'.
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before before door cast roll
Magic Items
Dungeon Master’s Guide
, you can call on its luck (no action required) to reroll one failed D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be
Monsters
Monster Manual
Fiendish Restoration. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Fiendish Restoration"} days and regains all its Hit Points. Only a Wish spell
can prevent this trait from functioning.Multiattack. The naga makes three attacks, using Bite or Necrotic Ray in any combination.
Bite. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to
Monsters
Monster Manual
Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Mercurial Whip"}, reach 15 ft. Hit: 25 (6d6 + 4);{"diceNotation":"6d6+4", "rollType":"damage", "rollAction":"Mercurial Whip
the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Alter Self, Clairvoyance, Detect Magic1/Day Each: Dimension Door
Magic Items
Dungeon Master’s Guide
sounds, which can be heard out to 120 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a
seagull’s cry, an owl’s hoot, or an eagle’s shriek.
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
Monsters
Monster Manual
Bound. The guardian is magically bound to an amulet. While the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to
caster’s spellcasting ability. The stored spell is then lost.Multiattack. The guardian makes two Fist attacks.
Fist. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit
Monsters
Monster Manual
or Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Arcane Tentacles"}, reach 5 ft. or range 120 ft. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage
Magic, Detect Thoughts, Disguise Self, Mage Hand (the hand is Invisible) 1/Day Each: Clairvoyance, Dimension Door, Fireball (level 5 version), Lightning Bolt (level 5 version), Plane Shift (self only
Monsters
Monster Manual
", "rollType":"roll", "rollAction":"Spirit Jar"} days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the lich’s lair.Multiattack. The lich
makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination.
Eldritch Burst. Melee or Ranged Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Eldritch
Monsters
Monster Manual
. It can replace one attack with a Banishing Claw attack.
Banishing Claw (Requires Soul Tome). Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Banishing Claw"}, reach
becomes bound to the tome and can escape only if the tome is reduced to 0 Hit Points.
Fiendish Burst. Melee or Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Fiendish
Monsters
Monster Manual
). Otherwise, the hag drops to 1 Hit Point and teleports to a harmless demiplane, and it can’t return to the plane it left for 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Spiteful
hag knows its location anywhere in the multiverse.Multiattack. The hag makes two Spectral Claw attacks and uses Crackling Wave.
Spectral Claw. Melee or Ranged Attack Roll: +14;{"diceNotation":"1d20
Spells
Player’s Handbook
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
enemy’s reach.
Pack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit’s allies is within 5 feet of the creature and
Spells
Player’s Handbook
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
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
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
type until the spell ends.
Actions
Multiattack. The spirit makes a number of Rend attacks equal to half the spell’s level (round down), and it uses Breath Weapon.
Rend. Melee Attack Roll
Spells
Player’s Handbook
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form
). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Necrotic damage, and the target has the Frightened condition until the end of its next
Spells
Player’s Handbook
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
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
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
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
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
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
Spells
Player’s Handbook
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
. 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
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the beholder fails a saving throw, it can choose to succeed instead.Multiattack. The beholder uses Eye Rays three times.
Bite. Melee Attack Roll
"} Piercing damage.
Eye Rays. The beholder randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType":"roll
Monsters
Monster Manual
Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Bite"}, reach 5 feet. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType
":"Piercing"} Piercing damage.
Eye Rays. The death tyrant randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
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
Magic Items
Dungeon Master’s Guide
.
Magic Weapon. You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead
detrimental property
Spells. While the sword is on your person, you can cast the following spells (save DC 18) from it:
Call Lightning
Divine Word
Finger of Death
Once you use the sword to
Monsters
Forgotten Realms: Adventures in Faerûn
Spellcasting.
Cursed Blade. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Cursed Blade"} (with Advantage if the target doesn’t have all its Hit Points
: Mind Spike
1/Day Each: Dimension Door, MisleadCultists of Bhaal revel in bloodshed. They enjoy the act of murder, particularly when they can use inventive methods that instill fear among witnesses
Monsters
Astarion's Book of Hungers
Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Thundering Halberd"}, reach 10 ft. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5", "rollType":"damage", "rollAction":"Thundering
Each: Dimension Door, Modify MemoryDevil of Spoken Compulsion
Speaker devils are hulking, four-armed devils who discover the secrets of creatures they then compel to perform wicked deeds. Despite
Monsters
Forgotten Realms: Adventures in Faerûn
Scimitar in any combination.
Beak (Swan Form Only). Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Beak"}, reach 5 ft. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4
Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Scimitar"}, reach 5 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Scimitar
Monsters
Forgotten Realms: Adventures in Faerûn
on saving throws against spells and other magical effects.Multiattack. The scion makes two attacks, using Death Touch or Mindwrack Bolt in any combination.
Death Touch. Melee Attack Roll: +12
":"Necrotic"} Necrotic damage.
Mindwrack Bolt. Ranged Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Mindwrack Bolt"}, range 120 ft. Hit: 21 (6d6);{"diceNotation":"6d6
Feats
Eberron: Forge of the Artificer
. When you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can roll 1d4 and add the number rolled to the ability check.
Magical Passage. You always have the Misty Step spell prepared
Passage Spells table are added to that feature’s spell list.
Mark of Passage Spells
Spell Level
Spells
1
Expeditious Retreat, Jump
2
Find Steed, Pass without Trace
3
Blink, Phantom Steed
4
Dimension Door, Freedom of Movement
5
Teleportation Circle
Monsters
Forgotten Realms: Adventures in Faerûn
inches long, it re-forms from that piece of chardalyn in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Next of the Seven"} days, regaining all its Hit Points. The new body appears in the
in any combination. It can replace two attacks with a use of Spellcasting.
Slam. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Slam"}, reach 10 ft. Hit: 12 (3d4
Monsters
Forgotten Realms: Adventures in Faerûn
until he is reduced to 0 Hit Points. If Sammaster is reduced to 0 Hit Points, his dracolich form dissolves to dust. After 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Soul Gem"} days
attacks. He can replace one attack with a use of Spellcasting to cast Blight or Ray of Sickness (level 6 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit
Luck Blade
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn
Staff of Birdcalls
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Xanathar's Guide to Everything
to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s
cry, an owl’s hoot, or an eagle’s shriek.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
Duergar Warlord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if
damage while enlarged.
Call to Attack. Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.
Enlarge (Recharges after a Short
Monsters
The Book of Many Things
will: Mage Hand, Thaumaturgy
1/day each: Dimension Door, Divination, EnthrallMoment of Foresight (1/Day). When hit by an attack roll, the initiate can force the attacker to reroll it and use the new
roll, possibly causing the attack to miss.Once initiated into the Heralds of the Comet, members learn magical divination practices that give them glimpses into the future.
Monsters
The Wild Beyond the Witchlight
, Strongheart can use his reaction to impose disadvantage on the attack roll, provided he is carrying a shield.Strongheart is a fearless seeker of justice, risking his life to ensure that good triumphs over
comfort to those who have no goodness in them.”
Ideal. “Justice needs champions. I count myself as one.”
Bond. “Valor’s Call is not just an assembly of like-minded
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Abyssal Rift. If the alkilith surrounds a door, window, or similar opening continuously for 6d6;{"diceNotation":"6d6", "rollType":"roll", "rollAction":"Days"} days, the opening becomes a permanent
combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the alkilith move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern
Spirit Naga
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Rejuvenation. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Rejuvenation"} days and regains all its hit points. Only a wish spell can prevent this
, dimension door
5th level (2 slots): dominate personBite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4






