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Returning 35 results for 'before behind devising colors roll'.
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Monsters
Monster Manual
Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.Multiattack. The modron makes two Clockwork Blade attacks.
Clockwork Blade. Melee
or Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Clockwork Blade"}, reach 5 ft. or range 30 ft. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1", "rollType":"damage
Monsters
Monster Manual
Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.Gear. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit
", "rollAction":"Gear"}, reach 5 ft. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Gear", "rollDamageType":"Force"} Force damage.
Gear Flinger. Ranged Attack Roll: +4
Monsters
Monster Manual
Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.Multiattack. The modron makes three Clockwork Spear attacks.
Clockwork Spear. Melee
or Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Clockwork Spear"}, reach 5 ft. or range 120 ft. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1", "rollType":"damage
Monsters
Monster Manual
Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.Multiattack. The modron makes four Slam attacks or four Gears Launcher attacks
.
Slam. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Slam"}, reach 5 ft. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Slam
Monsters
Monster Manual
Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.Multiattack. The modron makes five Slam attacks or five Electrical Discharge attacks
.
Slam. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Slam"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Slam
Monsters
Monster Manual
Radiant Ray in any combination.
Slam. Melee Attack Roll: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Slam"}, reach 20 ft. Hit: 32 (4d10 + 10);{"diceNotation":"4d10+10", "rollType
":"damage", "rollAction":"Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage, and the colossus pushes the target up to 20 feet straight away from itself.
Radiant Ray. Ranged Attack Roll: +18
Monsters
Monster Manual
condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll
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
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
. 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
.
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
Spells
Player’s Handbook
after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind
you’re within 5 feet of it.
Actions
Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial
Magic Items
Dungeon Master’s Guide
-75
When you hit with an attack roll using the Moonblade, you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
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
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
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
Monsters
Stranger Things: Welcome to the Hellfire Club
Bite. Melee Attack Roll: +5 (with Advantage if the target is Grappled by a Demobat), reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType
":"Piercing"} Piercing damage.
Tentacles. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Tentacles"}, reach 5 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3
Monsters
Netheril’s Fall
Disintegration. If the magen dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.
Magic Resistance. The magen has Advantage on saving throws against spells and other
magical effects.Multiattack. The magen makes two Psychic Blast attacks.
Psychic Blast. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Psychic Blast
Monsters
Netheril’s Fall
Disintegration. If the magen dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.
Magic Resistance. The magen has Advantage on saving throws against spells and other
magical effects.Multiattack. The magen makes two attacks, using Hammer Fist or Thunderous Boom in any combination.
Hammer Fist. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit
Monsters
Netheril’s Fall
Disintegration. If the magen dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.
Magic Resistance. The magen has Advantage on saving throws against spells and other
magical effects.Multiattack. The magen makes two attacks, using Extended Fist or Acid Spittle in any combination.
Extended Fist. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit
Magic Items
Forgotten Realms: Adventures in Faerûn
A wizard named Damara created this orb while devising a way to become a dragon. Aided by a mysterious magician (actually an aspect of Tiamat in disguise), Damara eventually created an Artifact that
Cone. When you do, choose Acid, Cold, Fire, Lightning, or Poison. Each creature in the Cone makes a DC 18 Dexterity saving throw, taking 6d6;{"diceNotation":"6d6", "rollType":"roll", "rollAction
Monsters
Forgotten Realms: Adventures in Faerûn
Spellcasting.
Arcane Burst. Melee or Ranged Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Arcane Burst"}, reach 5 ft., or range 120 ft. Hit: 32 (4d12 + 6);{"diceNotation
clandestine coup. It’s widely believed he’s turned his attentions elsewhere, but another Manshoon clone lurks in that city, manipulating the Zhentarim behind the scenes to amass
Monsters
Mordenkainen Presents: Monsters of the Multiverse
door, dispel magic, fly, invisibilityThough deathlocks exist to serve their patrons, they retain some freedom when it comes to devising tactics and carrying out plans. Powerful deathlocks recruit
lesser creatures to help them carry out their missions, becoming the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil.
Deathlocks
The
Faerie Dragon (Older)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Euphoria Breath"} at the start of each of its turns to determine its behavior during the turn:
1–4. The target takes no
, and baubles in exchange for information or safe passage through its territory.
The Colors of Age. A faerie dragon’s scales change hue as it ages, moving through all the colors of the rainbow. All
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll.
If the snail succeeds on its
saving throw against a spell or a spell’s attack roll misses it, the snail’s shell converts some of the spell’s energy into a burst of destructive force if the spell is of 1st level
Faerie Dragon (Younger)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
saving throw, or for 1 minute, the target can’t take reactions and must roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Euphoria Breath"} at the start of each of its turns to
it “treasure” in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory.
The Colors of Age. A faerie dragon’s scales change
Find Familiar
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket
drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
While your familiar is within 100 feet of you, you can communicate
Darkling Elder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
":"1d6+3","rollType":"damage","rollAction":"Shortsword","rollDamageType":"piercing"} piercing damage. If the darkling elder had advantage on the attack roll, the attack deals an extra 10 (3d6
the colors in a painting or a jewel.
Elder Transformation. A wise and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos
Smoke Mephit (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Death Burst. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise
":"1d100","rollType":"roll","rollAction":"Summon Mephits"} chance of summoning 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Summon Mephits"} mephits of its kind. A summoned mephit appears in an
Magic Items
Tasha’s Cauldron of Everything
This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of
holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player’s Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally
Darkling
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
advantage on the attack roll, the attack deals an extra 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Dagger (Advantage)","rollDamageType":"piercing"} piercing damage.Ancient legends
for the beauty of art. A darkling might risk taking a peek at a sunset or lighting a tiny candle to glimpse the colors in a painting or a jewel.
Elder Transformation. A wise and respected darkling can
Monsters
Quests from the Infinite Staircase
", "rollType":"roll", "rollAction":"Chaos Blast"} damage. Roll a d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Chaos Blast"} to determine the damage type: 1, acid; 2, cold; 3, fire; 4, lightning
.
Derro
Derro are Underdark dwellers of dubious origin. According to the histories of some duergar, derro are descended from a community of dwarves that was left behind when the others escaped the
Species
Van Richten’s Guide to Ravenloft
unusual crown, often called an eldercross or a witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible
mark of the bargain between hag and hexblood, a debt owed, or a change to come.
Hexblood Origins
A bargain with a hag or other eerie forces transformed your character into a magical being. Roll on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
an attack roll, the drow gives the target a +5 bonus to its AC until the start of the drow’s next turn, which can cause the triggering attack roll to miss.Nearly every priestess of Lolth
. Combining the roles of advisor, protector, and beloved, some favored consorts are content with a supporting role, while more ambitious consorts aspire to be the power behind the throne—or even to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
behind a calling card to taunt their victims. You may roll on the Master Thief Calling Cards table to determine what a master thief leaves behind.
Master Thief Calling Cards
d10;{"diceNotation
":"1d10","rollType":"roll","rollAction":"Calling Card"}
Calling Card
1
Tiny, folded paper cat
2
Red bird feather
3
Rose petal
4
Figurine made from twigs and twine
5
Magic Items
Tasha’s Cauldron of Everything
Produced by a special needle, this magic tattoo evokes fury in its form and colors.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear
points equal to the necrotic damage dealt.
When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
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
colors.
Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their
Monsters
Van Richten’s Guide to Ravenloft
regains hit points equal to the amount of necrotic damage dealt. A creature reduced to 0 hit points from this attack dies and leaves nothing behind except its skin and its equipment.
Ravenous Children (1
/Day). The strigoi magically summons 1d4 + 2;{"diceNotation":"1d4+2","rollType":"roll","rollAction":"Ravenous Children"} stirge;stirges (see their entry in the Monster Manual) in unoccupied spaces it






