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Returning 35 results for 'before both defending course random'.
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Magic Items
Forgotten Realms: Adventures in Faerûn
the course of 365 days. During that time, the transformation is purely cosmetic; these cosmetic changes slowly fade if you end Attunement to the crown before completing the transformation. When the
can also cast this spell of its own free will. Once the spell has been cast using the crown, it can't be cast again until 7 days have passed.
Random Properties. The Artifact has the following random
Augury
Legacy
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Spells
Basic Rules (2014)
course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad
spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Magic Items
Acquisitions Incorporated
pondering a specific plan or objective, noting both random results. If you succeed on a DC 15 Intelligence (Arcana) check, you learn which of the two results is more applicable to the course of action. This property of the coin can’t be used again until the next dawn.
The coin has absolutely no divination abilities, and its results when you use it are random. But nobody else knows that. When a creature within 10 feet of you flips the coin (after having had its
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
’s lair, roll a d20 for that creature. On a roll of 10 or lower, the creature is subjected to one random eye ray of the tyrant.
If the death tyrant dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollAction":"Days","rollType":"roll"} days.Poison
. The death tyrant shoots three of the following magical eye rays at random;{"diceNotation":"1d10","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see
Beholder
Legacy
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Monsters
Monster Manual (2014)
following magical eye rays at random;{"diceNotation":"1d10","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray
.
Eye Ray. The beholder uses one random eye ray.A Beholder’s Lair
A beholder’s central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of
Monsters
Out of the Abyss
magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed
can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn.
Eye Ray. The beholder uses one random
Equipment
and search it for an omen about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible outcomes:
Good omen
Bad omen
the outcome, such as the loss or gain of equipment or a companion.
If the map is used two or more times in 24 hours, there is a cumulative 25 percent chance for each reading after the first that you get a random reading. The GM makes this roll in secret.
Tiefling
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Species
Basic Rules (2014)
, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary
MET WITH MISTRUST
Ignorant people tend to be suspicious of
tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. The reality is that a tiefling’s bloodline doesn’t affect their personality. They are gifted with magic from the infernal realms but chart their own course in life.
Demogorgon
Legacy
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Monsters
Out of the Abyss
following effects of Demogorgon’s choice or at random:
1. Beguiling Gaze. The target is stunned until the start of Demogorgon’s next turn or until Demogorgon is no longer within line of sight.
2
, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
Madness of Demogorgon
If a creature goes mad in Demogorgon’s lair or within line of sight of the
Zuggtmoy
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Monsters
Out of the Abyss
infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness
that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
If Zuggtmoy dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType
Monsters
Planescape: Adventures in the Multiverse
Cycle of Rebirth. If the dragon dies, its soul coalesces into a steely egg and teleports to a random plane of existence. The egg is immune to all damage and hatches into a time dragon wyrmling after
area take 10 minutes or 2 hours (your choice).
Timelessness. Beasts, Humanoids, and Plants within 3 miles of the lair age only 1 year for every 10 years that pass.
If the dragon dies, these effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for
, which is slick and sticks to anything that touches it.
If Juiblex dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
Cultists of Juiblex
The Faceless
Yeenoghu
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Monsters
Out of the Abyss
flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multiattack):
1. The attack deals an extra 13 (2d12
creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
If Yeenoghu dies, these effects fade over the course of 1d10;{"diceNotation":"1d10
Backgrounds
Guildmasters’ Guide to Ravnica
to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending Izzet
communication with an instructor who set me on the course of my life and research.
6
I had a romance with a chemister working in the Blistercoils.
7
As an attendant, I had a fierce rivalry
Monsters
Eberron: Rising from the Last War
Belashyrra. One random eye ray of Belashyrra’s shoots from that eye at a target of Belashyrra’s choice that it can see. The eye then closes and disappears.
Belashyrra creates a wave of
effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
Madness of Belashyrra
If a creature goes mad in Belashyrra’s lair or while it can see the daelkyr, it gains
Juiblex
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Monsters
Out of the Abyss
burned away with fire. When the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a
regional effect again for 24 hours.
If Juiblex dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
Madness of Juiblex
If a creature goes mad in Juiblex
Kobold
Legacy
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Species
Volo's Guide to Monsters
invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous
actions contribute to the survival of the group. The tribe practices for the eventuality of defending the lair against intruders, and their plans always include knowing the best escape routes and who is
Magic Items
Acquisitions Incorporated
throw. If it’s not clear who administered the killing blow, you grant this benefit to a random creature involved in the fight. Once you use this feature, you can’t use it again until you
within 5 feet of a creature killed within the past 24 hours, you can cast the augury spell. The course of action you inquire about with the spell does not need to have any connection to the dead creature
Adult Deep Dragon
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Monsters
Fizban's Treasury of Dragons
creature within 30 feet of it that it can see. The target must succeed on a DC 16 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no
.
If the dragon dies, these effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.Poison, Psychic
Ancient Deep Dragon
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Monsters
Fizban's Treasury of Dragons
around a creature within 30 feet of it that it can see. The target must succeed on a DC 19 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If
effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.Poison, Psychic
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Random Encounters For each hour the party spends in the ruins, roll a d6. On a roll of 1, an encounter occurs. To determine what the characters encounter, roll on the Random Ziggurat Encounters table
same result as a previous roll, feel free to reroll or choose a different encounter. Random Ziggurat Encounters d12 Encounter 1 1 rust monster 2 2 giant centipedes 3 1 owlbear 4 1d4 hobgoblins
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
The Passage of Time Each adventure in this book takes place over the course of an academic year, which is no longer than a calendar year. The adventures include events, but those events aren’t the
their courses or hanging out with their fellow students, consider challenging them with random monster encounters that crop up on campus. These encounters might be truly random, or they could be
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. On those stretches, blaze marks are cut into trees to keep porters on the right course. No skill checks are needed to avoid getting lost as long as characters stick to the trail. If characters leave
the trail, then a successful DC 15 Wisdom (Survival) check is needed to find it again. Each check equates to an hour of searching, which calls for a random encounters check.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
random intervals. The soldiers are used to defending against spirits, but in recent weeks they’ve spotted flashes of blue lightning near Bathalang Puno, Pangil ng Buwan’s storied lair. If the
agree, in the course of their discussions a soldier relates recent gossip about a scouting troop that returned from a ruin called Sorrow’s Zenith and described strange vegetation that “breathed with
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Hill in search of a goblin who has the key to the cage. In the course of their travels, they could find themselves on the Brigands’ Tollway, being bedeviled by a notorious brigand named Agdon Longscarf
. As the characters navigate the swamp, they might have one or more random encounters, as described in the “Random Encounters in Hither” section. Guide from Hither to Thither If the characters need a
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
teaches their Magical Physiologies course. This gives them a convenient opportunity to investigate that area on behalf of Professor Totsky. The characters know that they must pour the flask of holy
covered with fungi and foliage. Large tree stumps jut out of the water in random places. A pair of rickety wooden docks and two wooden huts are the only indication that people ever come here.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of
gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of
gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
cities, and a campaign centered on her champions and goals might focus on just one of these aspects over the course of the campaign. A game focused on establishment might see the characters founding a
campaigns less focused on combat and more on social encounters and intrigue. Lastly, a campaign focused on defending a city could present a range of threats, from external foes—like wild creatures or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
day. Thus, characters mounted on griffons (which have a flying speed of 80 feet) can travel at 8 miles per hour, covering 72 miles over 9 hours with two 1-hour-long rests over the course of the day
. Mounts that don’t tire (such as a flying construct) aren’t subject to this limitation. As adventurers travel through the air, check for random encounters as you normally would. Ignore any result that
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
: Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary MET WITH MISTRUST
Ignorant people
doesn’t affect their personality. They are gifted with magic from the infernal realms but chart their own course in life.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
shells scrubbed by pixies.
Above the circular course, a wooden gantry hangs from the branches of a central tree, where two goblins officiate the proceedings.
Snail racing is a highly competitive
. The course is 480 feet long. Racing Rules. The race is divided into 6-second rounds. Once the race begins, the snails move along the track at remarkable speed, each one covering 80 feet per round by
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
navigators know it poses an insidious threat. During the storm, the ship travels in a random direction that isn’t its intended course. Necromancy Ghosts howl and whirl in this storm’s wind, while the remains
teleported 5d20 miles in a random direction. Conjuration When conjuration magic churns within a storm’s heart, creatures of wind and rain emerge from distant realms to attack anything they encounter. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
points, it re-forms 24 hours later in a random location within the Obstacle Course and remains there until encountered again. Over a century ago, Fidelio began his campaign to single-handedly rid
Undermountain of evil, foolishly believing that Tyr would not let him perish. The arrogant paladin fought his way down to the Obstacle Course, only to be disintegrated unceremoniously by Netherskull
Compendium
- Sources->Dungeons & Dragons->Rrakkma
levels of exhaustion while on this plane doesn’t die. Instead, the creature gains a random form of indefinite madness, as described here. Finishing a long rest doesn’t reduce a creature’s exhaustion
have the characters make a saving throw after reasonably thorough exploration or encounters in every two to three rooms, and definitely at the end of each short rest taken. Of course a long rest can be very trying on the characters that end up attempting eight saving throws over that time.






