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Returning 35 results for 'before before drawing continues rolls'.
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Flesh Golem
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking
takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the
Backgrounds
Spelljammer: Adventures in Space
to adapt to zero gravity. Being weightless doesn’t give you disadvantage on any of your melee attack rolls (see “Weightlessness” below).
WEIGHTLESSNESS
In any location where
, flying, or swimming speed in a straight line. The creature continues along this course, moving in a straight line at its speed on each of its turns until something stops it or changes its trajectory.
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Headless. It is blinded and deafened, giving it disadvantage on all its attack rolls, and it can't use its Poison Breath.Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack
. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently — or
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but she needs
maritime trade and drawing other races into the bloody conflict.
So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near
Monsters
Tomb of Annihilation
. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking
takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the
Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but he
for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict.
So intense is sahuagin hatred for the aquatic elves that the sea
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Pack Tactics. A howler has advantage on attack rolls against a creature if at least one of the howler’s allies is within 5 feet of the creature and the ally isn’t
howler. Even at a distance, listeners’ minds cringe at the sound and fill with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn’t
Monsters
Tales from the Yawning Portal
. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking
takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the
Monsters
The Book of Many Things
the first Deck of Many Things. She doesn’t know why this is but surmises her life is tied to that deck; so long as it continues to exist, so will she. She has no way to prove this hypothesis
spectral shield lasts until the start of Asteria’s next turn. While the shield is orbiting the creature, the creature has half cover, is immune to the frightened condition, and makes weapon attack rolls with advantage.
Monsters
Bigby Presents: Glory of the Giants
inside it awakens. At nearly 70 feet tall, it towers over most other creatures and wields a mass of crystal as a club. Once awakened, the scion continues to pursue the art that ornamented its dreams
damage rolls.
If the scion dies, the Empowered Stone Giants effect ends immediately. The other effects cease to produce new moss and minerals, and existing moss dies within 1d10;{"diceNotation
Magic Items
The Book of Many Things
.
Champion. You gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours.
Chancellor. Within 8 hours of drawing this card, you can cast Augury once as an action, requiring no
the next 8 hours, you can add your proficiency bonus to your initiative rolls.
Day. You gain a +1 bonus to saving throws. This benefit lasts until you finish a long rest.
Destiny. This card protects
Monsters
Bigby Presents: Glory of the Giants
scion continues to pursue the art that ornamented its dreams, seeking to mold and shape stone into beautiful elegance. If it needs more raw materials, the scion can transform a living creature in its
giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls.
If the scion dies, the Empowered Stone Giants effect ends immediately. The other effects cease to produce new moss and
Monsters
Eberron: Rising from the Last War
Deadly Critical. Rak Tulkhesh scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.
Innate Spellcasting. Rak Tulkhesh's spellcasting ability is Charisma
to bear on the world. But he can influence events in the vicinity of any of his shards, drawing power from acts of violence.
The Last War was a boon that allowed Rak Tulkhesh to darken the hearts of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. COMBAT STEP-BY-STEP
1. Determine surprise. The
encounter rolls initiative, determining the order of combatants' turns.
4. Take turns. Each participant in the battle takes a turn in initiative order.
5. Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. COMBAT STEP-BY-STEP
Determine surprise. The
encounter rolls initiative, determining the order of combatants’ turns.
Take turns. Each participant in the battle takes a turn in initiative order.
Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
Dead Spiders When the characters enter the cave, they see a passage leading deeper underground. From the cave entrance, a passage continues deeper beneath the hills and slopes downward. You travel
for several minutes before the passage turns north and leads up a set of natural stone steps. A group of caverns continues out ahead of you.
The ceiling of these caverns is choked with webs, and the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
rolls, and its attacks count as magical. Concussive Rounds Enhanced by abjuration magic, this weapon’s attacks burst with raucous noise capable of momentarily distracting and disorienting enemy crews
. If this weapon hits a vehicle’s hull, that vehicle’s speed decreases by 2d10 feet until the start of the attacker’s next turn. Explosive Rounds Drawing on powerful evocation magic, this weapon’s
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
action—it can do nothing else on that turn. After reforming, the animated armor resumes attacking. This continues as long as any character remains in this area. Each time a suit of armor is destroyed
, roll a d6. On a roll of 6, a large bloodstone rolls out of the armor as its pieces fall to the ground. If the bloodstone is carried out of this area, either path leads the characters back to the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
. Reassembling takes a suit’s entire action—it can do nothing else on that turn. After reforming, the animated armor resumes attacking. This continues as long as any character remains in this area Each time
a suit of armor is destroyed, roll a d6. On a roll of 6, a large bloodstone rolls out of the armor as its pieces fall to the ground. If the bloodstone is carried out of this area, either path leads
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
continues its villainous ways, but it is now driven by a hunger for life. A wight drains living essence through its attacks. Wight Lifedrinker Medium Undead, Neutral Evil
AC 14 Initiative +4 (14)
HP
Languages Common plus one other language
CR 3 (XP 700; PB +2)
Traits
Sunlight Sensitivity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls.
Actions
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. He continues to sing the rhyme over and over for five minutes. During this time, Gailby runs into the room to try to help her father, terrified by his behavior. Crinkle follows her and tries to
Shemshime’s rhyme, roll on the Shemshime’s Influence table to determine what happens. Add more of these rolls as you see fit, even during later events.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you
with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Heavy You have Disadvantage on attack rolls
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you
with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Heavy You have Disadvantage on attack rolls
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of
used in this way. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
floor in area 4 slides back and a 7-foot-diameter sphere made of hundreds of skeletal bodies rises magically from the floor. This bone boulder tilts toward area 6 and rolls down the sloping hallway
before crashing against the wall in area 7. As it rolls through, the bone boulder crushes and slashes at any creature in area 6, dealing 18 (4d8) bludgeoning damage and 18 (4d8) slashing damage, or half
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
in area 4 slides back and a 7-foot-diameter sphere made of hundreds of skeletal bodies rises magically from the floor. This bone boulder tilts toward area 6 and rolls down the sloping hallway before
crashing against the wall in area 7. As it rolls through, the bone boulder crushes and slashes at any creature in area 6, dealing 18 (4d8) bludgeoning damage and 18 (4d8) slashing damage, or half as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
some D&D games and for some players. DM Screen A DM screen shields your books, notes, and die rolls from your players. (See the “Ensuring Fun for All” section later in this chapter for more about when
and why you might want to hide die rolls.) Most DM screens have art on the outward-facing panels and handy rules information on the inside-facing panels. Others might be made of fancy wood or sculpted
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
completed their turns. If more than two sides take part in a battle, each side rolls for initiative. Sides act from the highest roll to lowest. Combat continues in the initiative order until the battle
has an initiative score, which is a passive Dexterity check: 10 + Dexterity modifier. By cutting down on die rolls, math done on the fly, and the process of asking for and recording totals, you can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
some D&D games and for some players. DM Screen A DM screen shields your books, notes, and die rolls from your players. (See the “Ensuring Fun for All” section later in this chapter for more about when
and why you might want to hide die rolls.) Most DM screens have art on the outward-facing panels and handy rules information on the inside-facing panels. Others might be made of fancy wood or sculpted
Compendium
- Sources->Dungeons & Dragons->Monster Manual
them beyond death. Unlike mere zombies, they retain the memories and evil agendas they harbored in life. After dying and returning from the grave, a wight continues its villainous ways, but it is now
language
CR 3 (XP 700; PB +2)
Traits
Sunlight Sensitivity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls.
Actions
Multiattack. The wight makes two attacks
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
balcony are old, empty barrels with “The Wizard of Wines” burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors leading to the
one druid (NE female human) are also present. If they are here, read: The balcony creaks, drawing your eye to a wild-looking figure hunched over the westernmost cask, pouring a flask of thick syrup into
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
being a starting point for incredible adventures. Historically, Saltmarsh and the dangers facing its people provided a widening sphere of adventure, with increasingly dire threats drawing heroes to
explore more of the coast of the Azure Sea. Ghosts of Saltmarsh continues that tradition, presenting a portion of the coastal lands of Keoland, a kingdom in the Greyhawk setting. Each adventure notes where
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
or fewer, Kavil switches sides and offers information in exchange for his life. He knows one random Undermountain secret, determined by drawing a card from the Secrets Deck (see appendix C), as well as
dragon-shaped figurine or a drawing of a dragon, also opens the gate. Characters must be at least 15th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. 3 Ground Fault. The clockwork has
in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn’t possible, it continues fighting. 8 Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hot coals affects the monster. You might decide that it deals 1d4 fire damage and imposes disadvantage on the monster’s attack rolls until the end of its next turn. You roll the damage die (or let the
player do it), and the game continues. Sometimes mediating the rules means setting limits. If a player tells you, “I want to run up and attack the orc,” but the character doesn’t have enough movement






