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Returning 35 results for 'before behind defend come random'.
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before being deafened cube random
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before being defend come random
Monsters
Monster Manual
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
equipment behind.
Blinding Spittle (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Blinding Spittle"}. Dexterity Saving Throw: DC 10, each creature in a 10-foot-radius
Monsters
Monster Manual
Astral Implosion. If the blob is reduced to 0 Hit Points, it implodes and ejects any creatures and objects engulfed by it into the Astral Sea. The blob itself vanishes, leaving behind a layer of
slime on everything that was within 600 feet of it. In 1d20;{"diceNotation":"1d20", "rollType":"roll", "rollAction":"Astral Implosion"} years, the blob reconstitutes on a random world in the Material
Magic Items
Dungeon Master’s Guide
Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Magic Items
Dungeon Master’s Guide
where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Magic Items
Dungeon Master’s Guide
succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obliterated, leaving its possessions behind but no other
extradimensional space.
86–00
A spatial rift sends the sphere and each creature and object within 180 feet of the sphere to a random plane of existence.
Magic Items
Dungeon Master’s Guide
, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the DM decides.
Random Properties. An Orb of Dragonkind has the following random properties
action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct
Magic Items
Dungeon Master’s Guide
Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If
Magic Items
Dungeon Master’s Guide
. Legend says Vecna’s destruction came at Kas’s hand, but Vecna also wrought his rebellious lieutenant’s doom, leaving only Kas’s sword behind.
Bloodthirst. The sword thirsts for
.
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
Magic Items
Dungeon Master’s Guide
this damage disappears in a flash and is destroyed, leaving its possessions behind. The book then vanishes, and the creature’s Attunement to it ends.
Benefits granted by the Book of Exalted Deeds
addition, Fiends and Undead within the halo’s Bright Light make attack rolls against you with Disadvantage.
Random Properties. The Book of Exalted Deeds has the following random properties:
2
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
Magic Items
Dungeon Master’s Guide
to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed.
The figurine has a 10 percent chance each time you use it to
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
Magic Items
Dungeon Master’s Guide
and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space
the devil’s allies and followers a few times before being able to confront the devil.
In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or
Magic Items
Stranger Things: Welcome to the Hellfire Club
Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Monsters
Spelljammer: Adventures in Space
: defend gnomes who are being attacked by non-gnomes, defend yourself if you are attacked, and protect infants and youngsters from harm. The last directive arose from the best intentions, but it doesn't
distinguish between species; if an autognome sees a group of adults battling a lunar dragon wyrmling, for instance, it would come to the wyrmling's defense.Poison
Monsters
Spelljammer: Adventures in Space
-like scavengers that fly through space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids
—brown and gray—rarely rise above the level of nuisances. The larger varieties are more formidable, in part because they often don’t wait for their meals to come to them.
A scavver
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must use its reaction, if available, to make one melee attack against a random creature, other than
the flind, within its reach. If there’s no creature within reach, the target instead moves half its speed in a random direction.
Flail of Pain. Melee Weapon Attack: +9;{"diceNotation":"1d20+9
Monsters
Spelljammer: Adventures in Space
space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded
;rarely rise above the level of nuisances. The larger varieties are more formidable, in part because they often don’t wait for their meals to come to them.
A scavver has a single large eye in the
Magic Items
Princes of the Apocalypse
drop to 0 hit points.
You can’t be surprised by orcs while you’re not incapacitated. You are also aware when orcs are within 120 feet of you and aren’t behind total cover, although
defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves — giants, goblins, and, most of all, orcs — and silently urges its possessor to meet such creatures in battle.
Monsters
Planescape: Adventures in the Multiverse
octon dies, its body disintegrates into dust, leaving behind anything it was carrying.Multiattack. The octon makes three Tentacle attacks.
Tentacle. Melee Weapon Attack: +8;{"diceNotation":"1d20+8
hierarchs, such as productivity reports to septon modron;septons and diagnostic data to decaton modron;decatons. Octons have eight mechanical tentacles which they use to manipulate objects and defend
Monsters
Mordenkainen Presents: Monsters of the Multiverse
feed primarily on offal and one another. Within a month, the survivors become young kruthiks large enough to hunt and defend themselves.
Kruthiks
Kruthiks are chitin-covered reptiles that hunt in
. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground
Monsters
Spelljammer: Adventures in Space
always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as
formidable, in part because they often don’t wait for their meals to come to them.
A scavver has a single large eye in the leading edge of its head. This eye glows while the creature is awake. Its
Monsters
Guildmasters’ Guide to Ravnica
anything they come across, and their movement accounts for much of the destruction in the rubblebelt regions of Ravnica.
A wurm burrows through loose earth by using deep sonic vibrations to liquefy the
earth in front of it and swim through the area. The soil resolidifies and closes behind it. Moving through rock is slower and more difficult, and the wurm leaves a tunnel in its wake.
The Gruul Clans
Halfling
Legacy
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Species
Basic Rules (2014)
Regis the halfling, the only one of his kind for hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blanket of the tree trunk. Regis was short
;s going on behind their smiling faces—surely more than they ever let on.”
Humans. “Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps
Monsters
Fizban's Treasury of Dragons
creatures and objects of the eyedrake’s choice in that area.
Eye Rays. The eyedrake shoots three of the following magical eye rays at random;{"diceNotation":"1d6","rollType":"roll","rollAction":"Eye
defend its hoard, an eyedrake fights to the death if anything threatens even the smallest trinket it claims as its own.
Monsters
Infernal Machine Rebuild
.
If the target fails the save, it suffers one of the following effects of the ettin’s choice or at random:
Beguiling Gaze. The target is stunned until the start of the ettin’s next turn
.
At one time, he was told that he was a statue of Demogorgon brought to life by Thessalar’s experiments. He has since come to believe that he is now the actual Demogorgon, with his two heads
Monsters
Mordenkainen Presents: Monsters of the Multiverse
lord’s symbol on their chest over the heart. Orcus’s power flays body, mind, and soul, leaving behind a sentient husk that consumes life energy near it. Most bodaks come into being in
Monsters
Mythic Odysseys of Theros
ally, using it to defend their people or enact Thassa’s wishes. While dire threats from the land might bring them to coastal shallows, most masters of waves keep to the ocean’s depths
of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants of the surface and the deep come
Monsters
Planescape: Adventures in the Multiverse
: Monsters of the Multiverse) and punished in brutally decisive fashion.
In cases where the terms of a contract or a foundational truth of an agreement come into question, the Kolyarut sends a component part
are inevitables, beings dedicated to the smooth exaction of laws across the planes. Kolyaruts wield blades with deadly efficiency, allowing them to defend themselves on their excursions and slice
Magic Items
Acquisitions Incorporated
mission, make a DC 15 Intelligence (History) check. On a success, you can learn up to three rumors related to creatures or organizations involved in the mission, which come to you through your sending
Mill feature, the DM provides you with a sense of which parts of a particular rumor are inaccurate, if any. You do not necessarily learn the truth behind those false rumors.
Monsters
The Wild Beyond the Witchlight
":"Confusing Burble"} to determine what it does during its current turn:
1–2. The creature does nothing.
3. The creature does nothing except use all its movement to move in a random direction.
4. The
creature either makes one melee attack against a random creature it can see or does nothing if no visible creature is within its reach.
Legendary Resistance (3/Day). If the jabberwock fails a saving
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Tree, yggdrasti look like gigantic, dead trees covered with barnacles. They fly through Wildspace and the Astral Sea with their topmost branches leading the way and their withered roots trailing behind
inside its trunk in which Medium or smaller creatures can lurk.
Yggdrasti attack any settlements or spelljamming ships they come across without provocation. By using a speak with plants spell or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then
digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind.
A trapper’s ability to alter the color and texture of its outer side enables it to blend in with
Charlatan
Legacy
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Backgrounds
Player’s Handbook (2014)
Characteristics
Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the
weapons of choice.
7
I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
8
I pocket anything I see that might have some value.
d6
Monsters
Spelljammer: Adventures in Space
in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes
larger varieties are more formidable, in part because they often don’t wait for their meals to come to them.
A scavver has a single large eye in the leading edge of its head. This eye glows
Pirate
Legacy
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Backgrounds
Player’s Handbook (2014)
distant line of the horizon, but the time has come to try your hand at something new.
Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval
you may roll for a random trinket on the Trinkets table in chapter 5 of the Player’s Handbook), a set of common clothes, and a pouch containing 10 gp
Feature: Bad Reputation
No matter where






