Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before both deafened continues rolling'.
Other Suggestions:
before both defend continues rolling
before both deepened continue rolling
before both deepened continued rolling
before both defend continue rolling
before both defined continue rolling
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Headless. It is blinded and deafened, giving it disadvantage on all its attack rolls, and it can't use its Poison Breath.Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack
. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently — or
Monsters
Mythic Odysseys of Theros
against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Whenever the hydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the
hibernation during which it continues to grow. When it awakens, it goes on a feeding rampage, so beginning the cycle once again. These rhythms of destruction sometimes become so ingrained in the minds and
Monsters
Mythic Odysseys of Theros
Heads. Polukranos has five heads. While it has more than one head, Polukranos has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious
period of hibernation during which it continues to grow. When it awakens, it goes on a feeding rampage, so beginning the cycle once again. These rhythms of destruction sometimes become so ingrained in
Monsters
Curse of Strahd
Extraordinary Feature. The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Extraordinary
, deafened, frightened, stunned, or knocked unconscious.
Mimicry. The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations
Monsters
Van Richten’s Guide to Ravenloft
deafened until the end of its next turn. If the saving throw fails by 5 or more, the target is also blinded until the end of its next turn.Untold, half-formed evils lurk amid the Mists, the yet-to-be
, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from the Hex Blast table replace that action in the stat block. If the results of
Monsters
Van Richten’s Guide to Ravenloft
target takes 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex","rollDamageType":"psychic"} psychic damage and is deafened until the end of its next turn. If the saving
might slink forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You
Monsters
Van Richten’s Guide to Ravenloft
);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex","rollDamageType":"psychic"} psychic damage and is deafened until the end of its next turn. If the saving throw fails by 5 or
other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You can roll on the Limbs
Monsters
Mordenkainen Presents: Monsters of the Multiverse
poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. Zariel casts one of
this creature hits with an attack roll that isn’t a critical hit, it can turn the hit into a critical hit.
Infernal Tactics. Immediately after rolling initiative, this creature can choose
Monsters
Van Richten’s Guide to Ravenloft
","rollDamageType":"psychic"} psychic damage and is deafened until the end of its next turn. If the saving throw fails by 5 or more, the target is also blinded until the end of its next turn.Untold, half-formed
has one of four body compositions, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from the Hex Blast table replace that action in
Monsters
Van Richten’s Guide to Ravenloft
(5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex","rollDamageType":"psychic"} psychic damage and is deafened until the end of its next turn. If the saving throw fails
forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You can roll on
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Indestructible The Infinite Staircase is immune to all damage and can’t have its form changed by spells like Passwall or similar magic. No one knows who or what built the staircase—or continues to
add to it. Its masons are never seen but often heard, their hammers ringing in the distance like rolling thunder.
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
Dead Spiders When the characters enter the cave, they see a passage leading deeper underground. From the cave entrance, a passage continues deeper beneath the hills and slopes downward. You travel
for several minutes before the passage turns north and leads up a set of natural stone steps. A group of caverns continues out ahead of you.
The ceiling of these caverns is choked with webs, and the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
Speed 0 ft.
STR
1 (−5)
DEX
1 (−5)
CON
10 (+0)
INT
1 (−5)
WIS
3 (−4)
CHA
1 (−5)
Condition Immunities blinded, deafened, frightened
Senses
fungus.
Reactions
Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. At
)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table. Wood Elf Monk of Mercy Merciful Mask d6 Mask Appearance 1 Raven 2 Blank and white 3
the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
no light source in the shaft, which continues down 50 feet until it ends in a folding ladder with a dangling cord. When unfolded, the ladder reaches another 20 feet to the sewer tunnel floor. When the
20-foot-high tunnel. The sewer tunnel is 30 feet wide and continues in both directions. The tunnel has a raised walkway 5 feet wide and 5 feet tall along both sides. The main passage is flowing with 1
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
.) Bone Boulder Trap At 15 feet beyond the shaft entrance, a mechanical plate installed in the floor triggers a rolling boulder trap. A successful DC 22 Wisdom (Perception) check by one of the characters in
as much damage with a successful DC 17 Dexterity saving throw. Any creature that fails this save is grabbed by skeletal hands and pulled into the sphere, which continues to roll over any other
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Stone Juggernaut A stone juggernaut is a rolling construct imbued with enough awareness to avoid obvious dangers such as open pits and chasms. It trundles across open battlefields or rolls down
)
Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with adamantine weapons
Condition Immunities blinded, charmed, deafened, exhaustion, frightened
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
Senses darkvision 60 ft., passive Perception 8
Languages —
Challenge 1 (200 XP)
Amorphous. The
)
WIS
10 (+0)
CHA
6 (–2)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning
Condition Immunities blinded, charmed, deafened
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Boulder Trap At 15 feet beyond the shaft entrance, a mechanical plate installed in the floor triggers a rolling boulder trap. A successful DC 22 Wisdom (Perception) check by one of the characters in the
much damage with a successful DC 17 Dexterity saving throw. Any creature that fails this first save is grabbed by skeletal hands and pulled into the sphere, which continues to roll over any other
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Intelligence check.
Phillip: Does my Investigation skill apply?
Jared: Sure!
Phillip (rolling a d20): Ugh. Seven.
Jared: They look like decorations to you. And Maeve, Mirabella is examining the
drawbridge?
The adventure continues from there, relying on the DM’s descriptions to set the scenes. Later in the chapter, other examples of play focus on certain aspects of D&D play: social
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Constitution saving throw. Fiends, oozes, plants, and undead automatically succeed on the saving throw. On a failed save, the creature is magically warped by the ichor, as determined by rolling on the
, granting it a flying speed of 30 feet.
31–35 The target’s ears tear free from its head and scurry away; the target is deafened.
36–40 Two of the target’s teeth turn into tusks.
41–45
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
completed their turns. If more than two sides take part in a battle, each side rolls for initiative. Sides act from the highest roll to lowest. Combat continues in the initiative order until the battle
initiative that introduces more uncertainty into combat, at the cost of speed of play. Under this variant, the participants in a battle roll initiative each round. Before rolling, each character or
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
monsters in prolonged, devastating battles. Vicious Growth. Soon after a hydra claims a territory, it typically buries itself, entering a period of hibernation during which it continues to grow. When it
has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Whenever the hydra
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirit
of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
flying from Emad’s shop measures 4 feet by 6 feet, has a capacity of 400 pounds, and has a flying speed of 60 feet. It can accommodate two Medium or Small creatures. After rolling initiative, each
can avoid rolling on the table again if you don’t move this turn. 7–10 No complication Ending the Chase The chase ends when either side gives up the chase, when the Ashen Heirs escape, or when the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
rolling a d20 or chosen by the DM:
1–3: Amphibious. The mongrelfolk can breathe air and water.
4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.
10: Flight. The
high jump is up to 10 feet, with or without a running start.
20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
not decorations?
DM: Make an Intelligence check.
Phillip: Does my Investigation skill apply?
DM: Sure!
Phillip (rolling a d20): Ugh. Seven.
DM: They look like decorations to you. And Amy, Riva
adventurers grow in might as the campaign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
decorations?
DM: Make an Intelligence check.
Phillip: Does my Investigation skill apply?
DM: Sure!
Phillip (rolling a d20): Ugh. Seven.
DM: They look like decorations to you. And Amy, Riva is
adventurers grow in might as the campaign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers new
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
affected by rolling a d8. Snail Race Surprises d8 Surprise 1–3 No surprise. 4 One random snail gets a stitch, reducing its speed by 40 feet this round. 5 A spectator throws a head of lettuce at one
random snail comes loose and falls off. The snail’s jockey must succeed on a DC 15 Dexterity saving throw to remain atop the snail. On a failed save, the jockey falls off, and the snail continues the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
give chase. After rolling initiative, each participant in the chase can take one action and move on its turn. Itzmin begins 120 feet ahead of the pursuers. Track the distance between Itzmin and the
escapes. If not, the chase continues for another round. If the characters catch Itzmin, he tells them where Serapio is in exchange for his release. Should Itzmin escape, the character who has the highest
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. 91–00 While attuned to the artifact, you can’t be blinded, deafened, petrified, or stunned. Minor Detrimental Properties d100 Property 01–05 While attuned to the artifact, you have disadvantage
attuned to the artifact, your appearance changes as the DM decides. 51–55 While attuned to the artifact, you are deafened when you are more than 10 feet away from it. 56–60 While attuned to the artifact
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
grease to get it rolling again. The old brake looks solid, but each time it’s used, it has a 10 percent chance to fail utterly. This risk is recognized by someone who inspects the brake and makes a
, which serves as the kobolds’ egg nursery. These kobolds protect their eggs with flinty resolve. The mossy niches in the walls contain a total of thirty eggs. 6C. Rolling Stone Trap A tripwire
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. Zariel casts one
with an attack roll that isn’t a critical hit, it can turn the hit into a critical hit.
Infernal Tactics. Immediately after rolling initiative, this creature can choose itself and up to three allies it
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Customizing a Horror An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from
deafened until the end of its next turn. If the saving throw fails by 5 or more, the target is also blinded until the end of its next turn.
Limbs d4 Attack
1 Bone Blade. The horror’s limb






