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Returning 35 results for 'before blazing dwelling common roll'.
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Monsters
Monster Manual
effects.Multiattack. The salamander makes two Flame Trident attacks.
Flame Trident. Melee or Ranged Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Flame Trident"}, reach 5 ft. or
", "rollType":"damage", "rollAction":"Blazing Movement", "rollDamageType":"Fire"} Fire damage. A creature can take this damage only once per turn.
Monsters
Monster Manual
use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"rend"}, reach 10 ft. Hit: 17 (2d10 + 6
the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Scorching Sands
Monsters
Monster Manual
use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
dragon regains all expended uses at the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 version).
Pounce. The dragon moves up to half its Speed
Magic Items
Dungeon Master’s Guide
you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The fl ames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon
.
Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems
Magic Items
Dungeon Master’s Guide
next turn. The DM determines where it leads.
96–00
You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon
out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist's Fire; on a 3, a Crowbar; on a 4, a lit Torch.
66–70
You suffer a bout of “magic
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
of 13, and a Charisma of 16. It has hearing and Darkvision out to 120 feet.
The weapon communicates telepathically with its wielder and speaks Common.
Personality. The sword’s purpose is to
Monsters
Lorwyn: First Light
Amphibious. The merrow can breathe air and water.Multiattack. The merrow makes three attacks, using Coral Scepter and Poisoned Longbow in any combination.
Coral Scepter. Melee Attack Roll: +7
":"Bludgeoning"} Bludgeoning damage.
Poisoned Longbow. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Poisoned Longbow"}, range 150/600 ft. Hit: 8 (1d8 + 4
Monsters
Lorwyn: First Light
Wisdom (Insight) check.Multiattack. The merrow makes three Spined Tail attacks. It can replace one of these attacks with a use of Spellcasting to cast Command.
Spined Tail. Melee or Ranged Attack Roll
; doublespeakers can use them to stab or throw at foes.
Merrow
Merrow are primarily water-dwelling people who exploit the realm of Lorwyn-Shadowmoor’s land-dwelling species. They resemble
Monsters
Stranger Things: Welcome to the Hellfire Club
Multiattack. Rilly June makes two Hayfork attacks.
Hayfork. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Hayfork"}, reach 5 ft. Hit: 6 (1d8 + 2);{"diceNotation
to suffer from a mysterious blight, she was determined to investigate the cause. Rilly June is stern and tough, but she’s got a soft spot for animals and the other people who work her family’s land or look out for the common folk.
Monsters
Lorwyn: First Light
or Befuddling Ray in any combination.
Noggling Stick. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Noggling Stick"}, reach 5 ft. Hit: 5 (1d4 + 3);{"diceNotation
", "rollDamageType":"Psychic"} Psychic damage.
Befuddling Ray. Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Befuddling Ray"}, range 60 ft. Hit: 6 (1d6 + 3
Monsters
Stranger Things: Welcome to the Hellfire Club
Constricting Vine. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Constricting Vine"}, reach 10 ft. Hit: 1d10 + 2;{"diceNotation":"1d10 + 2", "rollType":"roll
lash out at non-Plant creatures.
Vine blights resemble humans wrapped in vines common to the areas in which they grow, from hairy ivy vines to flowering kudzu. They can cause plants to burst from the ground around themselves and entangle nearby foes.
Monsters
Lorwyn: First Light
Siege Monster. The noggle deals double damage to objects and structures.Sabotaging Swipe. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Sabotaging Swipe"}, reach
-like Fey that delight in thievery and mischief. They enjoy stealing from other creatures not out of necessity, but out of principle. This principle can be summarized by a common Sylvan expression that
Monsters
Forgotten Realms: Adventures in Faerûn
or other areas where they are common. Roll or choose a result from the Nimblewright Tasks table as inspiration for what a nimblewright guard or nimblewright hulk might be doing in a busy public place
. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Scimitar"}, reach 5 ft. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Scimitar
Monsters
Netheril’s Fall
.
Searing Swipe. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Searing Swipe"}, reach 10 ft. Hit: 13 (3d6 + 3) Fire;{"diceNotation":"3d6+3", "rollType":"damage
’s choice).
Arcane Bolt. Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Arcane Bolt"}, range 120 ft. Hit: 14 (2d10 + 3);{"diceNotation":"2d10+3", "rollType
Monsters
Forgotten Realms: Adventures in Faerûn
whirling pirouettes.
Nimblewrights can serve as interesting background flavor in Calimshan or other areas where they are common. Roll or choose a result from the Nimblewright Tasks table as inspiration for
. The nimblewright makes four attacks, using Halting Slam or Radiant Ray in any combination.
Halting Slam. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Halting Slam
Monsters
Forgotten Realms: Adventures in Faerûn
flavor in Calimshan or other areas where they are common. Roll or choose a result from the Nimblewright Tasks table as inspiration for what a nimblewright guard or nimblewright hulk might be doing in
damage if it fails, provided it doesn’t have the Incapacitated condition.Hooves. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Hooves"}, reach 5 ft. Hit: 7
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollType":"roll", "rollAction":"Spirit Gem"} days if her spirit gem is intact, reviving with all her Hit Points. The new body appears in an unoccupied space within her lair.Multiattack. Valindra makes
Ranged Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Eldritch Burst"}, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5);{"diceNotation":"4d12+5", "rollType":"damage
Winter Wolf
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one
);{"diceNotation":"4d8","rollType":"damage","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage on a failed save, or half as much damage on a successful one.The arctic-dwelling winter wolf is as
Monsters
Vecna: Eve of Ruin
False Appearance. If the chandelier is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the chandelier move or act, that
.
Blazing Vortex (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Blazing Vortex"}. Each creature within 20 feet of the chandelier and not behind total cover must succeed on a DC
Monsters
Mythic Odysseys of Theros
wild places of the world, being common foes for heroes seeking to test their mettle against terrors worthy of the gods’ notice. Most ironscale hydras inhabit lakes and boggy caverns, from which
, from the bog-dwelling hydras known across the multiverse to massive ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul gods, like the
Monsters
Bigby Presents: Glory of the Giants
a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Prismatic Ray"} to determine what ray affects it:
1–2: Blazing Red. On a failed save, the creature takes 35 (10d6);{"diceNotation
. After the giant throws the geode, roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Exploding Geode"}; on a roll of 4 or lower, the giant has no more geodes to throw.
Prismatic Rays
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
speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from history, but the stories call him Dubh Catha ("Dark Crow" in Common). So great was the Summer Queen's wrath
Priest
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
damage increases by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Divine Eminence"} for each level above 1st.
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is
":"Mace","rollDamageType":"bludgeoning"} bludgeoning damage.Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of
Equipment
Aside from space galleons, flying fish ships are the most common vessels in Wildspace, favorites among merchants and adventurers alike.
A flying fish ship can float and sail on water, but it isn
’t built to land on the ground (the ventral fins would snap under the weight of the ship during landing, and the keel would cause the ship to roll to one side).
Typical weapons on a flying fish ship include a forward-mounted mangonel and an aftmounted ballista.
Ancient Red Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon
earthquakes are common within 6 miles of the dragon’s lair.
Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
Rocky fissures within 1 mile of the dragon
Adult Red Dracolich
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
to half its flying speed.A Red Dracolich's Lair
Red dracoliches lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven
following effects:
Small earthquakes are common within 6 miles of the dracolich's lair.
Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
Rocky fissures within 1 mile
Adult Red Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs
earthquakes are common within 6 miles of the dragon’s lair.
Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
Rocky fissures within 1 mile of the dragon’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
looks like an oversized, four-armed ape with grayish-tan skin and white fur. Its vicious fangs and claws reveal it to be a monstrous predator.
Girallons are most common in temperate or warm forest
out across the world.
Numerous creatures have tried to tame, subjugate, or cooperate with the monsters. For instance, some forest-dwelling peoples capture girallons and train them to serve as sentinels
Magic Items
Bigby Presents: Glory of the Giants
. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within
150 feet of you. The target can then immediately spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your Wisdom modifier (minimum of +1).
If the
Monsters
Strixhaven: A Curriculum of Chaos
":"bludgeoning"} bludgeoning damage.
Counsel of the Past (2/Day). The spirit statue touches one creature. Once within the next 10 minutes, that creature can roll a d4;{"diceNotation":"1d4","rollType
":"roll","rollAction":"Counsel of the Past"} and add the number rolled to one ability check of its choice, immediately after rolling the d20.To enhance their studies of the past, Lorehold students often
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
call him Dubh Catha ("Dark Crow" in Common). So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith-or
Helm of Brilliance
Legacy
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Magic Items
Basic Rules (2014)
flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon
, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm
Monsters
Ghosts of Saltmarsh
damage increases by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Divine Eminence"} for each level above 1st.
Spellcasting. Refrum is a 5th-level spellcaster. His spellcasting ability is Wisdom
bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly
Magic Items
Wayfinder's Guide to Eberron
Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth
fluttering around it.
When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the uncommon version of glamerweave, you can roll a d4 and add the number rolled to the check. Once you use this property, it can’t be used again until the next dawn.
Magic Items
Wayfinder's Guide to Eberron
Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth
fluttering around it.
When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the uncommon version of glamerweave, you can roll a d4 and add the number rolled to the check. Once you use this property, it can’t be used again until the next dawn.






