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Returning 26 results for 'before border diffusing completely rolls'.
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Monsters
Planescape: Adventures in the Multiverse
Instinctive Reflexes. The conduit has advantage on initiative rolls, and it can’t have disadvantage on attack rolls.
Unarmored Defense. While the conduit is wearing no armor and wielding no
Transcendent Order train to act without thinking, eliminating thought behind action. Conduits react with the cadence of the multiverse. Their sharp reflexes border on precognition, allowing them to unconsciously act before their foes.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
the Border Ethereal, the restless spirit of Macreadus can observe happenings in and around the cabin, but it can’t manifest physically on the Material Plane. Characters can see the restless spirit of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
by the neck 26–30 2d4 wights 31–35 1d8 + 1 yuan-ti malisons 36–40 Fog that rolls across the terrain, making the area within 1d3 miles heavily obscured for 1d4 hours 41–45 1d4 revenants 46–50 1d6
shambling mounds 51–55 1d10 water elementals 56–60 1d4 young black dragons 61–65 An eerie, bat-headed idol almost completely covered by vines 66–70 1d8 + 2 trolls 71–75 1d3 hydras 76–80 The sound of drums beating several miles away 81–96 1 adult black dragon 97–00 1 ancient black dragon
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
border on precognition, allowing them to unconsciously act before their foes. Transcendent Order Conduit Small or Medium Humanoid, Any Alignment
Armor Class 18 (Unarmored Defense)
Hit Points 97
, Perception +7
Senses passive Perception 17
Languages Common plus one more language
Challenge 8 (3,900 XP) Proficiency Bonus +3
Instinctive Reflexes. The conduit has advantage on initiative rolls
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
size and shape to the heads of the skeleton keys found on the other tomb levels (see "Skeleton Keys"). Each time the characters complete a trial in areas 72 to area 76, one stone seal rolls aside
emerge from the Border Ethereal and attack them. The hags’ goal is to seize one or more of the skeleton keys, thus preventing the characters from reaching the Soulmonger. If a hag obtains a skeleton key
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a border region, while extensive
Material Plane. But the landscape can change at a whim of the powerful forces that dwell on these planes, which can remake them completely, effectively erasing and rebuilding existence to better fulfill
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience. Even in those perceptible regions, appearances
Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs. Distance is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
in the entire city in gratitude. Glossion. Glossion is a small coastal town that would be completely unremarkable, except that it’s accumulated a truly impressive library. The bulk of the town’s
village of Krimnos attracts many philosophers who share Anapse’s delight in the pleasures of a simple life. Listes. Listes is a fortress marking the northeastern border of the polis. The civilian population
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, enabling just enough of the wolves to survive that they aren’t wiped out completely. Human barbarians also inhabit the High Moor, living mostly on its western fringes with large herds of sheep and
the fog that rolls off the heights of the moor to shroud its trees. Melandrach, King of the Woods, rules here and holds the forest as the exclusive domain of the elves. Though game animals roam in
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
.
Light. Interior areas with no natural light to illuminate them are completely dark.
Temperature. The temperature is slightly above freezing during the day and plunges at night. Whenever the
checks, attack rolls, and saving throws, and its speed is halved. The creature freezes to death if it suffers these effects for six consecutive hours. These effects end on the creature after it spends at least an hour in a place of warmth.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
incoherently to vent its outrage. If the spirit breaks free of its creator’s will, the golem goes berserk until calmed, or until its shell of flesh is destroyed or completely healed. Flesh Golem
Medium
golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The golem is immune to any spell or effect that would alter its form
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in Limbo. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a border region, while extensive spiritual regions lie beyond ordinary sensory experience. Even in
or other powerful forces that dwell on the plane, which can remake the realm completely, erasing and rebuilding existence to better fulfill those forces’ needs. Distance is a virtually meaningless
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
more like a combat encounter. When a complex trap activates, it rolls initiative. The trap’s description includes an initiative bonus. On its turn, the trap activates again, often taking an action
bypassed in the usual ways. For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap’s turn, the water level rises. After several rounds, the room is completely flooded.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
like a combat encounter. When a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It
the usual ways. For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded.
Magic Items
Infernal Machine Rebuild
bones. You have vulnerability to radiant damage, and you have disadvantage on attack rolls while in direct sunlight.
09
You summon a unicorn that obeys your commands. If you give a command that
Charisma checks.
Any food and drink you eat spoils as you swallow it. Each time you eat or drink, you are poisoned for 1 hour.
12
You have a +1 bonus to attack rolls with weapons or spells
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
delicious. 4 Fog rolls in and plays harmless tricks on the characters, giving them fog mustaches, fog eyebrows, and fog wigs of many styles—perhaps even fog cloaks or fog companions. 5 Snow begins to
touches. 8 A howling wind blows through the party, and each party member must roll a d8. Anyone who rolls an 8 has a trinket or some other tiny, nonmagical item (such as a coin) stolen from them by
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
the dragon gives up its chase. Dragon Chase Complications. While the chase is ongoing, each participant in the chase rolls 1d12 at the end of its turn. Consult the Dragon Chase Complications table to
strong that even the airship’s wind wards don’t completely block it out. Make a DC 13 Constitution saving throw to avoid inhaling the ash. On a failed save, you have the Poisoned condition until the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
until he finishes a long rest). He has darkvision out to a range of 60 feet. He speaks Common and Orc. He has a Strength score of 18, which gives him a +4 bonus to attack rolls and damage rolls with his
time to cast shillelagh on the quarterstaff he wields, barkskin for defense, and produce flame in preparation for a confrontation. The phase spider spends its time in the Border Ethereal. It attempts
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
everything effectively weighs half its actual weight. 7 All creatures are linked to every other creature in the area as if by the telepathy spell. 8 A creature that casts a spell of 1st level or higher in the area rolls on the Wild Magic Surge table in chapter 3 of the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the Border Ethereal and vice versa, but it can’t affect or be affected by anything on the other plane.
Horrific Visage. Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see the
incoherently while it doesn’t have the Incapacitated 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
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
power of the Spawning Stone—the source of the vicious monsters called slaadi. The Dragon Army evacuated the ruin, but not completely. The evil cleric Belephaion, Lohezet’s peer, was fascinated with
feels unwell; its speed is halved; and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host’s chest in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
golem that answers to his command. The Ditch The Ditch is Sigil’s only body of water, a reeking morass where locals cast their refuse. Its corrosive waters lie along the rough border between the Lower
Ward and the Hive, a prime ground for dumping bodies. Creatures cast into the acrid lake wash up on its shore a few hours later completely unrecognizable, their physical features smoothed over like those
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
later, the second mechanism releases a 5-foot-diameter stone sphere that drops into the cave (marked T on the map) and rolls into the wooden claw across the tunnel mouth, which is demolished by the
are hiding on the overlook during a conversation with the dragon, each must succeed on a DC 19 Dexterity (Stealth) check (with advantage if they’re completely out of sight from area 14) to evade notice
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
minute. While poisoned, the creature is delirious and feels the need to frolic. At the start of its turn, the poisoned creature rolls on the Frolic Direction table and moves its full speed in a
is restrained by the slime and sinks 1d4 + 1 feet into the pool. At the start of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in the slime, it
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
That-Which-Endures. Each pool is 10 feet deep and has sheer sides. To trigger the effects of a pool, a creature must completely submerge itself in its liquid. The pools and the double door radiate
such as rotting flesh, crumbling edifices, and political speeches. This trauma imposes disadvantage on initiative rolls. On a successful save, these visions put the character on edge, granting
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
completely submerged. It has no trouble pursuing prey that plunges over the waterfall to the east. Reinforcements. The kuo-toa in area P5 come to the aboleth’s defense if they aren’t already dead. Treasure
snares prey with its tendrils, it pulls its prey under the nearby piercers, which then drop from the ceiling. The piercers have advantage on attack rolls made against creatures grappled by the roper






