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Returning 35 results for 'before both defends compound roll'.
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before both defense compound role
before both deeds compound role
before both defend compound roll
before both defender compound rule
Monsters
Tales from the Yawning Portal
Sunlight Sensitivity. While in sunlight, Yusdrayl has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. Yusdrayl has advantage on an attack roll
who enter her throne room, and in fact is looking for some help from a group of outsiders that can help her contend with the goblins that live nearby. But if she or any other kobolds are threatened or set upon, Yusdrayl defends herself and her tribe as fiercely as she can.
Conjure Celestial
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Spells
Basic Rules (2014)
ends.
The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action
required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.
The GM has the
Conjure Elemental
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Spells
Basic Rules (2014)
hit points or when the spell ends.
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands
that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is
Conjure Fey
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Spells
Basic Rules (2014)
range. The fey creature disappears when it drops to 0 hit points or when the spell ends.
The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which
defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes
monsters
regenerate.Multiattack. Valaara makes two attacks, using Chitinous Claw or Chitinous Spine in any combination. It also uses Summon Swarms.
Chitinous Claw. Melee Attack Roll: +14;{"diceNotation":"1d20+14
.
Chitinous Spine. Ranged Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Chitinous Spine"}, range 60/180 ft. Hit: 17 (3d6 + 7);{"diceNotation":"3d6+7", "rollType
Magic Items
Bigby Presents: Glory of the Giants
.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions
;t be used again until 14 days have passed.
Whenever you command the figurine while it’s in tyrannosaurus rex form (including commanding it to revert to figurine form), you must roll a d20. On
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you
don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial’s statistics. At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you
don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial’s statistics. At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you
don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial’s statistics. At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you
don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial’s statistics. At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you
don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial’s statistics. At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you
don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial’s statistics. At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no
action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no
action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no
action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no
action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no
action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
space. The aberration disappears when it drops to 0 hit points or when the spell ends. The aberration is friendly to you and your companions for the duration. Roll initiative for the aberration, which
has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the aberration, it defends itself from hostile creatures, but
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no
action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Event Descriptions The events from the Bastion Events table are detailed here in alphabetical order. All Is Well Nothing significant happens. Roll on the following table, fleshing out the details as
maps of their Bastions (see “Bastion Map” earlier in this chapter).
Attack A hostile force attacks your Bastion but is defeated. Roll 6d6; for each die that rolls a 1, one Bastion Defender dies
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its
own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Event Descriptions The events from the Bastion Events table are detailed here in alphabetical order. All Is Well Nothing significant happens. Roll on the following table, fleshing out the details as
maps of their Bastions (see “Bastion Map” earlier in this chapter).
Attack A hostile force attacks your Bastion but is defeated. Roll 6d6; for each die that rolls a 1, one Bastion Defender dies
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its
own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its
own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its
own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its
own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its
own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Event Descriptions The events from the Bastion Events table are detailed here in alphabetical order. All Is Well Nothing significant happens. Roll on the following table, fleshing out the details as
maps of their Bastions (see “Bastion Map” earlier in this chapter).
Attack A hostile force attacks your Bastion but is defeated. Roll 6d6; for each die that rolls a 1, one Bastion Defender dies
Compendium
- Sources->Dungeons & Dragons->Monster Manual
importance. Roll on or choose a result from the Weretiger Wards table to inspire what a weretiger defends.
Weretiger Wards 1d4 The Weretiger Protects A...
1 Legendary weapon or symbol of
replace one attack with a Bite attack.
Bite (Tiger or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the
Orc
Legacy
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races
Volo's Guide to Monsters
fraught with tests of strength, fierce competition and nothing in the way of maternal or paternal love. From the time a child can wield a stick or a crude knife, it asserts itself and defends itself
have a calm temperament and let insults roll off my back.
2
I don’t fear the gods and have no patience for superstitions.
3
I am slow to anger, but when I do become enraged I fight
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their duty above mortal life. If threatened, a sphinx of valor defends its charge with its supernaturally empowered roar and fierce strikes. Sphinx of Valor Large Celestial, Lawful Neutral
AC 17
, it can choose to succeed instead.
Actions
Multiattack. The sphinx makes two Claw attacks and uses Roar.
Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage.
Roar (3
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their duty above mortal life. If threatened, a sphinx of valor defends its charge with its supernaturally empowered roar and fierce strikes. Sphinx of Valor Large Celestial, Lawful Neutral
AC 17
, it can choose to succeed instead.
Actions
Multiattack. The sphinx makes two Claw attacks and uses Roar.
Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage.
Roar (3
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their duty above mortal life. If threatened, a sphinx of valor defends its charge with its supernaturally empowered roar and fierce strikes. Sphinx of Valor Large Celestial, Lawful Neutral
AC 17
, it can choose to succeed instead.
Actions
Multiattack. The sphinx makes two Claw attacks and uses Roar.
Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage.
Roar (3
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to fire, able to transform into a flock of crows, or able to teleport through shadows — whatever the hag thinks best defends or serves her. Random Hag Minions To determine the minions and helpers in a
hag’s retinue, roll once on the following tables or choose from the possibilities. The Servants table includes faithful, trusted helpers that a hag uses to protect herself and her home. These
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, then use the same spell to enlarge a strong character to throw it. Other solutions might involve casting levitate on the rock and giving it a push, digging a trench for the rock to roll down the
cyclops defends itself if attacked, and killing them changes nothing. The characters still need to propel a stone farther than the cyclops did to get back to the sundial. When the characters beat the