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Returning 35 results for 'before both depending causes random'.
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Magic Items
Dungeon Master’s Guide
with it. The wand deals an extra 2d12 Necrotic damage on a hit.
Random Properties. The Wand of Orcus has the following random properties:
2 minor beneficial properties
1 major beneficial property
guarded.
Bathing the wand in positive energy (such as that which permeates the Positive Plane) causes it to crack and explode, but unless the above conditions are met, the wand instantly re-forms on Orcus’s layer of the Abyss.
Faerie Dragon (Younger)
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Monsters
Monster Manual (2014)
determine its behavior during the turn:
1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the
. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its “prey.&rdquo
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must use its reaction, if available, to make one melee attack against a random creature, other than
the flind, within its reach. If there’s no creature within reach, the target instead moves half its speed in a random direction.
Flail of Pain. Melee Weapon Attack: +9;{"diceNotation":"1d20+9
Faerie Dragon (Older)
Legacy
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Monsters
Monster Manual (2014)
action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving
contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its “prey.”
Friendly and Bright. A faerie dragon has a sharp mind, a fondness
Earthquake
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Spells
Basic Rules (2014)
must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area, as determined by the GM.
Fissures
that successfully saves moves with the fissure's edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning
Gazer Familiar
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Monsters
Volo's Guide to Monsters
. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
":"Bite"} to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Eye Rays. The gazer shoots two of the following magical eye rays at random;{"diceNotation":"1d4","rollType":"roll","rollAction":"Eye
Monsters
Infernal Machine Rebuild
Toxicity. Any magic item that restores hit points and can be applied to a piercing or slashing weapon (a potion, an ointment, and so forth) causes a hit with that weapon to deal extra damage to Thessalar
the polymorph spell, transforming into a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This effect lasts until the target finishes a long rest.Thessalar was a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
magical eye rays at random (roll two d4s;{"diceNotation":"1d4","rollType":"roll","rollAction":"Eye Rays"}, and reroll duplicates), choosing one or two targets it can see within 60 feet of it:
1: Dazing
they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond.
Aggressive. The gazer can move up to its speed toward a hostile creature that it can see.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"bludgeoning"} bludgeoning damage if the target is prone.Bloody Rampage. When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than
ground
8
Attacks carts and wagons as if they were terrible monsters
9
Howls when it rains
10
Whines piteously in the dark
11
Buries treasure it finds
12
Chases birds, leaping into the air to catch them, heedless of the destruction it causes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the
following magical eye rays at random (roll two d4s;{"diceNotation":"1d4","rollType":"roll","rollAction":"Eye Rays"}, and reroll duplicates), choosing one or two targets it can see within 60 feet of it:
1
Spells
Elemental Evil Player's Companion
four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of
Magic Items
Keys from the Golden Vault
’s curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard Misfortunes table to determine the misfortune. For as long as
or be knocked prone.
4
The shard releases three glowing darts of magical force that target one random creature within 30 feet of you. If no such target exists, you become the target. Each dart
Magic Items
Princes of the Apocalypse
. Reducing it to 0 hit points causes it to explode instantly.
A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols
apply, as detailed in chapter 5 of the Dungeon Master’s Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of
Wand of Orcus
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Magic Items
Dungeon Master’s Guide (2014)
as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit.
Random Properties. The Wand of Orcus has the following random
imprisoned the hero’s soul and keeps it hidden and well guarded.
Bathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on Orcus’s layer of the Abyss.
Eye and Hand of Vecna
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Magic Items
Dungeon Master’s Guide (2014)
the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
Random Properties. The Eye of Vecna and the Hand of Vecna
each have the following random properties:
1 minor beneficial property
1 major beneficial property
1 minor detrimental property
Properties of the Eye. Your alignment changes to neutral evil
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
), Zuggtmoy can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row.
Zuggtmoy causes four gas spore;gas spores or violet fungus;violet fungi
Magic Items
Infernal Machine Rebuild
version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The blade always appears ruined and rusting, and causes its
to it, Ruinblade also understands every language you know.
Personality. Ruinblade speaks either with a dolorous or frenetic tone, depending on its mood. That mood improves when the sword is actively
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
same effect two rounds in a row.
Yeenoghu causes an iron spike—5 feet tall and 1 inch in diameter—to burst from the ground at a point he can see within 100 feet of him. Any creature in
Monsters
Waterdeep: Dungeon of the Mad Mage
parts restored. His new body appears in a random safe location in Undermountain.
Spellcasting. Halaster is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit
feet of him, turning the open space to solid, worked stone or vice versa.
Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door
Demonomicon of Iggwilv
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Magic Items
Tasha’s Cauldron of Everything
how many pages are removed, and it longs to be more than mere reference material.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables
do so, you can add double your proficiency bonus to the check.
Fiendish Scourging. Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against
Magic Items
Lost Laboratory of Kwalish
metal bosses adorn the armor in seemingly random fashion. On the back of the armor’s left gauntlet is a rectangular metal box, from which projects a short rod tipped with a cone-shaped red
. It is found with one energy cell attached, containing 2d10 charges.
POWERED ARMOR OPTIONS
Depending on where and how it appears in the adventure, you might wish to modify the features of Kwalish
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
escaping, depending on the nature of the bonds or confinement; for example, Manacles only work on a Small or Medium creature, so shape-shifting into a Tiny animal would allow a Druid to slip out of the
restraints with ease. However, a creature changing sizes doesn’t automatically end the Grappled or Restrained conditions unless it causes the creature to no longer meet the effect’s size requirement
Magic Items
The Wild Beyond the Witchlight
can attune to the cauldron simultaneously, provided they have formed a coven. If the coven disbands, the attunement ends for all three hags.
Random Properties. Regardless of the form it takes, the
cauldron has the following random properties:
1 minor beneficial property (determined by rolling on the Minor Beneficial Properties table in the Dungeon Master’s Guide)
1 minor detrimental
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Enrage Xanathar Xanathar’s mental state is precarious. Whenever it flies into a rage, the beholder tends to kill random minions. Abduct or Kill Sylgar Killing or stealing Xanathar’s pet fish and
preventing the fishkeeper, Ott Steeltoes, from replacing it causes Xanathar to become enraged. Destroy the Dream Nullifier Xanathar’s “dream nullifier” in area X20 gives it peace of mind and helps it
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
-gray hide is smooth like a salamander’s, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are
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
-and-gray hide is smooth like a salamander’s, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
thick black mud. Ceiling Collapse. A tremor causes part of the ceiling to collapse above one random party member. If the party includes NPCs, be sure to count them as well. The target must succeed on a
areas are dimly lit by crystal formations that give off a soft, violet glow. Random Encounters Check for random encounters once every 30 minutes. Roll a d20 and consult the following table to determine
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
one randomly determined party member, staying centered on that creature for 1 minute. At the end of the duration, the storm detaches from that creature and moves off in a random direction. The storm
must remain in contact with the ground at all times. If it becomes separated from the creature to which it has attached itself, the storm moves off in a random direction and ceases to endanger the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
checks or saving throws to avoid slowing or stopping, or use the random tables of complications in the "Chase Complications" section to choose obstacles that occur at specific points. Complications can be
enrage the wasps within, thus creating an obstacle for their pursuers. A map of a chase can be linear or have many branches, depending on the nature of the chase. For example, a mine cart chase might have
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
this way and escapes. Manipulating Time Having a mechanical guide spend 1 charge in this area causes a ripple in the rift’s magic, allowing a creature to pass through it into the tomb. Roll a d6. On a
1–5, treat this effect as a summon lesser demons spell. On a 5–6, treat it as a summon greater demon spell. (See appendix C for both those spells.) Pick one character at random to be treated as the summoner.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM. Fissures. Fissures open
moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM. Fissures. Fissures open
moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, the outline of a door on the south wall of each pit can be seen. Flooding Trap The first two pits are trapped, such that anyone trying the false door at the bottom causes a stone slab to slide across
actual door leading to area 18. Manipulating Time Having a mechanical guide spend 1 charge in this area opens one closed pit at random, or closes one pit at random if all the pits are open.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Random Obstacles Obstacles block progress through the dungeon. In some cases, what adventurers consider an obstacle is an easy path for the dungeon’s inhabitants. For example, a flooded chamber is a
progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them) 17 Poisonous gas (deals 1d6 poison damage per minute of exposure) 18 Reverse gravity effect causes creatures to fall toward the ceiling 19 Wall of fire blocks passage 20 Wall of force blocks passage
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Lambent Zenith approached Havock, the rod’s magic mixed with the latent power in Havock’s dying body and went awry. This volatile combination now causes teleportation spells and effects to function
portal appears in a random unoccupied space in the exit location. Portal Exit d6 Exit Location 1 Sterncastle deck (stern segment; area Z1a) 2 Companionway (stern segment; area Z5) 3 Starboard top deck






