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Returning 35 results for 'before beyond dark ceiling roll'.
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Monsters
Monster Manual
damage since its last turn. The hydra regains 20 Hit Points when it grows new heads.
Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for
opportunity attack;Opportunity Attacks.Multiattack. The hydra makes as many Bite attacks as it has heads.
Bite. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Bite
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
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
Magic Items
Dungeon Master’s Guide
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
-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
Monsters
Heroes of the Borderlands
combination. It can replace one attack with a use of Drink Life.
Necrotic Sword. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Necrotic Sword"}, reach 5 ft. Hit: 6 (1d8 + 2
":"Necrotic Sword", "rollDamageType":"Necrotic"} Necrotic damage.
Necrotic Bow. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Necrotic Bow"}, range 150/600 ft. Hit: 6
Monsters
Eberron: Forge of the Artificer
Multiattack. The infiltrator makes three Mind Blade attacks.
Mind Blade. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Mind Blade
StaticDreaming Dark Infiltrators are spies sent to gather intelligence. They plant psychic seeds in their minds of their foes that enhance the infiltrators’ combat prowess against those
Monsters
Eberron: Forge of the Artificer
Shackling Glyph if available.
Arcane Whip. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Arcane Whip"}, reach 10 ft. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3
storehouses, and even its infamous prison, Dreadhold. Some also serve as agents of the mysterious Ghorad’din, a secretive group of assassins and spies little known beyond the members of the house. Kundarak wardens are adept at bypassing security measures as well as reinforcing them.
Monsters
Eberron: Forge of the Artificer
Multiattack. The mindkiller makes two Nightmare Whisper attacks.
Nightmare Whisper. Melee or Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction
following on each of its turns: move, take an action, or take a Bonus Action. Success: Half damage only.Mindkillers are the assassins of the Dreaming Dark, sent to terrify their foes before striking
Monsters
Forgotten Realms: Adventures in Faerûn
attacks. Alternatively, it makes two Tendril attacks and uses Consume once.
Tendril. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Tendril"}, reach 20 ft. Hit: 11
, ancient forests, and miasmic lagoons touched by Abyssal evil.
A spore of Moander has no grand agenda beyond spreading death and sorrow. Still, cultists of Moander look on these terrible creatures
Monsters
Lorwyn: First Light
Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing
"} Piercing damage.
Miasmic Globule. Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Miasmic Globule"}, range 60/120 ft. Hit: 15 (6d4);{"diceNotation":"6d4
Monsters
Lorwyn: First Light
one vine attack with a use of Spellcasting to cast Blindness/Deafness if available.
Vine. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Vine"}, reach 20 ft. Hit: 18
of nature are beyond the ken of most mortal beings—untamable, primal, and awe inspiring.
In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the
Monsters
Forgotten Realms: Adventures in Faerûn
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6
dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only surviving
Monsters
Forgotten Realms: Adventures in Faerûn
to dust. After 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Soul Gem"} days, he appears in the space of his soul gem, using the Sammaster (Dracolich Form) stat block. The gem is a
three attacks, using Corrosive Burst or Paralyzing Touch in any combination. He can replace two attacks with a use of Spellcasting.
Corrosive Burst. Melee or Ranged Attack Roll: +13;{"diceNotation
Monsters
Forgotten Realms: Adventures in Faerûn
Rend. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Rend"}, reach 5 ft. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Rend
deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only
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
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +12
Underdark societies, such as kuo-toa. Many deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +9
dragon lairs beyond treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales.Deep Dragon Lairs
Deep
Piercer
Legacy
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Monsters
Monster Manual (2014)
False Appearance. While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.
Spider Climb. The piercer can climb difficult surfaces, including upside down
piercer. Hit: 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Drop","rollDamageType":"piercing"} piercing damage per 10 feet fallen, up to 21 (6d6);{"diceNotation":"6d6","rollType":"roll","rollAction":"Drop"}. Miss: The piercer takes half the normal falling damage for the distance fallen.
Classes
Xanathar's Guide to Everything
transformed by it.
The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy
that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
Shadow Sorcerer Quirks
d6
Quirk
1
You
Monsters
Mordenkainen Presents: Monsters of the Multiverse
False Appearance. If the trapper is motionless on a floor, wall, or ceiling at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the trapper
move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the trapper isn’t part of the floor, wall, or ceiling.
Spider Climb. The trapper can climb
Commune
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
question.
Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one
rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.
Tribal Warrior
Legacy
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Monsters
Basic Rules (2014)
Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated.Spear. Melee or
used with two hands to make a melee attack.Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.
Giant Fire Beetle
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
":"1d6","rollType":"roll"} days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.
Classes
Xanathar's Guide to Everything
transformed by it.
The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy
that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
Shadow Sorcerer Quirks
d6
Quirk
1
You
Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or
increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
Mordenkainen's Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or
increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
Monsters
Acquisitions Incorporated
largely indifferent elder entity from beyond reality. Tapped into this dark power, the “C” Team's hoardsperson sees all existence as a puzzle to unlock, and he is obsessed by the essential lack of meaning
.
Tentacles play a big part in K'thriss's spellcasting, whether wrenching him through the sky when he uses magic to fly, or manifesting in dark, suckered form when he casts spells such as thorn whip. And
Ancient Blue Dragon
Legacy
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Monsters
Basic Rules (2014)
same effect two rounds in a row:
Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10
(3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Ceiling Collapse","rollDamageType":"bludgeoning"} bludgeoning damage and be knocked prone and buried. The buried target is restrained and
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future
head on the ceiling—good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.”
Lasting Institutions
Where a
Monsters
Quests from the Infinite Staircase
;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Drained Memories"} each time it makes an ability check or attack roll, subtracting the d4 roll from it. Each time the target is memory drained beyond
memory web is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the memory web move or act, that creature must succeed on a DC
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
exhaustion.Like dark mirrors of Eldraine’s archons (see “Archon of Boundaries”), specters appear as shrouded figures mounted on horrific flying beasts. It is easy to look at a
heralds of death. Specters are said to utter a keening wail, mournful beyond all other sounds and audible only to those who are about to die.PoisonNecrotic
Monsters
Eberron: Rising from the Last War
3/day each: dream, hypnotic pattern, sleep (9d8);{"diceNotation":"9d8","rollType":"roll"}
1/day each: legend lore, scrying
Magic Resistance. The hag has advantage on saving throws against spells and
and is cursed until the hag dies or the curse is removed. The cursed creature's hit point maximum decreases by 5 (1d10);{"diceNotation":"1d10","rollType":"roll","rollAction":"Nightmare Touch"} whenever
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated
span of an adult kruthik is roughly seven years.
Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws.
Kruthiks
Adult Blue Dragon
Legacy
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Monsters
Basic Rules (2014)
effect two rounds in a row:
Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10
(3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Ceiling Collapse","rollDamageType":"bludgeoning"} bludgeoning damage and be knocked prone and buried. The buried target is restrained and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can add a d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction
":"Dark One's Own Luck"} to the roll. It can do this after the roll is made but before any of the roll’s effects occur.Multiattack. The warlock makes three Scimitar attacks.
Scimitar. Melee Weapon
Hobgoblin
Legacy
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Monsters
Basic Rules (2014)
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Martial Advantage"} damage to a creature it hits with a weapon attack
are large goblinoids with dark orange or red-orange skin. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except skill and cunning in battle.






