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Returning 35 results for 'before bow diffusing consult round'.
Spells
Player’s Handbook
a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
Monsters
Eberron: Rising from the Last War
next round. Any creature that starts or ends its turn in the area must succeed on a DC 23 Strength saving throw or be restrained. A creature can escape the tentacles with a successful DC 23 Strength
part of me has become a conscious entity.”
5
“My opponents must bow down to a mind flayer!”
6
“Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!”
Poison, Psychic
Monsters
Curse of Strahd
against other members of the adventuring party.
The Vampire’s Minions
Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult
incapacitated.
On initiative count 20 (losing initiative ties), Strahd can take one of the following lair action options, or forgo using any of them in that round:
Until initiative count 20 of the next round
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
adventuring party. Consider adding one or more sidekicks to round out your characters’ group if there are fewer than four players. As the DM, you can play sidekicks, or players can play them alongside their own
up whenever the group’s average level does. Consult the tables throughout this appendix for guidance on how to update the sidekicks’ stat blocks when they advance to levels 2 through 11.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
appendix B. The ship is equipped with two ballista and a mangonel, each on a rotating mount. The tentacles at the ship’s bow also act as a piercing ram. Squid Ship Summary Armor Class 15 (wood) Cargo
: 20 tons Hit Points: 300 Crew: 13 Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Speed: Fly 30 ft. (3½ mph) Cost: 25,000 gp Using Roles in Combat During each round of combat, a ship has its own turn
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
start of each round after the first, roll a d8 and consult the Snail Race Surprises table to determine if something unexpected happens that round. When a surprise occurs, determine which snail is
. 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->Acquisitions Incorporated
other skilled warriors. Rather than worshiping Tempus or Bane, Gruumsh or Tyr, you instead bow down before the altar of your own superiority, channeling your ego to drive your franchise’s success
. Seeming a “square peg” for the task at first glance, a barbarian might be an excellent choice, as they would destroy both the round hole and their own corners in the attempt to serve. It would be neat to see if this worked outside of an analogy.
— K’thriss Drow’b
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
spirit makes a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
small round door closing off each cell. The floor of one cell is covered with several inches of stinking water. The other cell holds a figure in rags slumped against the back wall.
This hut is round
to the characters with a knightly bow once the guards are gone. She is dressed in the ragged and stained remnants of an orange surcoat that bears the sigil of a great helm fashioned to resemble a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the spell’s level Radiant damage.
Radiant Mace
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
that reads, “Bow before no one.” Four bronze statues stand on pedestals to either side of the shield. They depict Chultan warriors: one holding a sword, two with spears, and one missing its face
round until the cauldron is destroyed or the tomb is cleared of interlopers. When no enemies remain, any remaining skeletons return to the cauldrons. Destroying the cauldrons stops the flow of
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
leftover damage after the Temporary Hit Points carries over to the Wizard’s Hit Points. Does the level 14 Illusionist ability let you make something real every round, or just once? Illusory Reality is
Ritual following the normal rules, they don’t need to consult their spellbook (unless they’re using it as a Spellcasting Focus for said spell).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Narbondellyn district, roll a d20 and consult the Narbondellyn Encounters table, or choose an encounter that you like. The party can avoid random encounters in Narbondellyn by succeeding on a DC 13 Dexterity
district. All noble houses go on high alert as reinforcements arrive every round for the next 1d8 rounds. Each wave of reinforcements consists of an elite drow patrol (see below) and 1d4 gargoyles
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
of the damage dice for each ray, or two of the damage dice for one ray and one of the damage dice for another one. Does Quickened Spell allow a sorcerer to cast two spells a round of 1st level or
level If you know this rule yet are still unsure whether a particular spell qualifies for Twinned Spell, consult with your DM, who has the final say. If the two of you are curious about our design
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of the remaining demon lords. If there aren’t enough demon lords for all the players, you can use balors or other powerful demons to round out their numbers.
The players control the demons in their
battle between the demon lords shifts dangerously close to the characters. Roll a d6 and consult the Near Miss table to determine the result. d6 Event 1–2 Explosion. Each creature within 20 feet of a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
sporadically. You can stage an encounter with Tekeli-li anywhere you like. If you’re not sure where it might be or how it should behave, roll a d6 and consult the Tekeli-li’s Location table. The table determines
-li is in mist form, hiding inside the steam rising from the pool. If the remorhazes in the pool attack the party, Tekeli-li joins the fight on the second round of combat after assuming its gnoll form
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Planes. This chapter describes dozens of giants and related creatures for use in your game. For guidance on how to use a creature’s stat block, consult the introduction of the Monster Manual. Herein
Air, a fire giant of Evil Fire, a frost giant of Evil Water, and a stone giant of Evil Earth. The fomorian deep crawler and the storm herald—a storm giant transformed into a monstrous Aberration—round
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
ship’s bow is pointing frantically to the northwest.
A character that takes the Search action and succeeds on a DC 13 Wisdom (Perception) check faintly sees an immense dark shape moving through the
. On Initiative count 0 each round, the creature occupying the Helm can make a DC 18 Dexterity (Stealth) check to try and hide the ship. On a successful check, the ship is obscured by the clouds, and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of the Land Spells Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells
choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. They have a climbing speed of 30 feet. They have truesight out to a range of 120 feet. Roll for random encounters as the characters explore the Academy grounds. You can roll a d20 and consult the
round until the perceived threat is eliminated. Tier Breche Encounters d20 Encounter 1–6 Drow acolytes 7–12 Drow mages 13–20 Drow warriors Drow Acolytes The characters encounter 2d6 female drow
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
action to recharge before he can use it on the characters this time. He fights to the death—he has too much riding on the success of this ritual to abandon it now. Dragon Spirits. At the end of each round
dragon spirits Sparkrender is trying to bind to himself, but their effects are unpredictable. Roll a d10 and consult the Dragon Spirits table to see what happens. Dragon Spirits d10 Effect 1–2
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Colossus, roll a d20 and consult the following table. Explanations of some of the encounters appear after the table. In the medium intensity zone, roll a d20 and a d4, subtracting the d4 from the d20
. Lava Rain. At the start of a round, lava droplets form on the ceiling and fall in a 20-foot-diameter area, dealing 9 (2d8) fire damage to any creature that enters the area for the first time on a turn
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
screeching cricket,” said Witch. “You forgot to buy a ticket.”
“The carnival goes round and round,” said Light. “The multiverse is our playground. Nothing’s free and nothing’s lost. Every visit has
character in the adventuring party, roll a d8 and consult the Lost Things table to determine what was stolen from that character. If a player doesn’t like their result, let them choose an option they prefer
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
several examples. Complications occur randomly. Each participant in the chase rolls a d20 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does
pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
appears as little more than a vague shape. Hidden in the webs are a narrow staircase down and, near the bow, a table and four chairs. The weathered furniture here is worthless, but the table is still
initial attack, one swarm of insects (spiders) boils up the stairs from area 4 each round, using the same initiative count as the giant spider. The swarms keep coming until four have entered the fight, unless the passage from area 4 is blocked somehow. Each swarm attacks the nearest creature.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the sky. Whenever the characters are outdoors and become embroiled in combat in the region, one or more knights descend from the sky to help them, provided none of the characters is evil. Each round on
initiative count 20 (losing initiative ties), the knights deal 9 (2d8) force damage to each of the characters’ enemies. After the battle, the knights bow, then disappear. 8 Euryale. Natural vegetation
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
webbing. Roll for random encounters as the characters cross this district. You can roll a d20 and consult the West Wall Encounters table, or choose an encounter that you like. The party can avoid
location. At the end of each round of clicking stones, another 1d4 drow bandits appear. If the number of gang members grows to twenty or more, the bandits surround the party and demand payment of 100 gp per
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
warehouse a risky place to have a fight. At the end of each round in which weapon damage or the movement of combatants might accidentally disturb a pile of crates, or if any effect deals damage in an area
chains, all of which creak and groan ominously as the ship shifts in the wind. The only apparent access to the vessel’s interior is near the bow on the port side. A grate in the hull there belches
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, famous explorer and raconteur, offers to buy the adventurers a round of drinks to celebrate their upcoming expedition into the Dungeon of the Mad Mage. Injected into the conversation is the following
crafted longbow and an elven quiver containing twenty silvered arrows. The bow bears the Elvish inscription “Al hond ebrath, uol tath shantar en tath lalala ol hond ebrath.” This phrase translates to “A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.
Arid Land Druid Level Circle
, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Keep Locations K1. Front Gate The keep’s main entrance features a two-story gatehouse attached to a round tower. Arrow slits look out onto the ground outside the gate. The gate itself is a double
(see area K3). Otherwise, it takes a successful DC 15 Wisdom (Perception) check to discern the murder holes overhead. Gatehouse Interior If the characters find a way into the round tower south of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
failure points earned by the party and consult the following table. Failure Points Outcome
0–2 The characters arrive first
3 The characters and the Six operatives arrive at the same
, a bow tie, and spectacles. Bracus (N lizardfolk with the iconic hoardsperson feature; see “Iconic Faction Features” in appendix B) studies the characters, touching his fingers to his chin as he
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spends an hour chipping away at the walls, roll percentile dice and consult the Mining Discoveries table to determine what, if anything, the character unearths. The tourmalines found in the mine are
down the central shaft. Treasure. If a character using a miner’s pick spends an hour chipping away at the walls above the ridge, roll percentile dice and consult the Mining Discoveries table (see area
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Development. A goblin in this area can use an action to release one wolf from its chain. If the wolves are goaded by enemies beyond their reach, they are driven into a frenzy. Each round that any
. On a failed check, the guard signals the goblins in area H7 to release a flood (see “Flood!” below), then uses a bow to shoot at the characters. Rope Bridge. This bridge spans the passage 20 feet
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult the Strahd’s Minions table to determine what creatures he brings with him, if any. Strahd’s
), Strahd can take one of the following lair action options, or forgo using any of them in that round: Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and






