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Returning 35 results for 'before break during colored round'.
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before break during covered round
before break during color round
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long to delirium. As a result, all followers of the Prince of Demons break with reality sooner or later.Demogorgon’s Lair
Demogorgon makes his lair in a palace called Abysm, found on a layer
initiative count 20 of the next round.
Illusory Duplicate. Demogorgon creates an illusory duplicate of himself, which appears in his space and lasts until initiative count 20 of the next round. On his turn
Monsters
Mordenkainen Presents: Monsters of the Multiverse
after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Slippery Slime","rollDamageType":"fire"} fire damage.
Sticky
as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength
Juiblex
Legacy
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Monsters
Out of the Abyss
remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check
. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Burning Slime
Monsters
Fizban's Treasury of Dragons
mostly still in their natural state but are hung with the dragon’s collection of nautical paintings, mirrors, and sun-colored tapestries. Numerous gold-and-glass hanging lanterns are suspended
from the ceiling, giving the place a warm, cozy glow. (The lanterns might be magical or maintained by minions.) The floors are covered with plush sand-colored carpets.
Hoard Chamber. A small chamber in
Monsters
Fizban's Treasury of Dragons
state but are hung with the dragon’s collection of nautical paintings, mirrors, and sun-colored tapestries. Numerous gold-and-glass hanging lanterns are suspended from the ceiling, giving the
place a warm, cozy glow. (The lanterns might be magical or maintained by minions.) The floors are covered with plush sand-colored carpets.
Hoard Chamber. A small chamber in the upper left corner of
Monsters
Curse of Strahd
, provided it has at least 1 hit point remaining. Strahd can, as a bonus action on his turn, break his link to the Heart of Sorrow so that it no longer absorbs damage dealt to him. Strahd can
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
Monsters
The Book of Many Things
entrance to a slumbering titan’s tomb for any sign the titan might awaken, and repel the forces that seek to break the tomb’s seal.
A Medusa’s Lair
A medusa’s lair is
on initiative count 20 on the following round.
Sudden Stonework. The medusa creates a wall of stone on a solid surface it can see within the lair. The wall can be up to 60 feet long, 20 feet high
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Color Spray 1st-level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round A dazzling
array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Color Spray 1st-level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round A dazzling
array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the pier ring with the merry laughter and the songs of laborers. Year round, Zinda’s plazas and parlors are full of academics, merchants, and pilgrims. But for ten days in the summer, the March of
colored costumes and feathered headdresses and indulge in feasting, song, and dance. After its recent years of prosperity, a cloud has settled over the city. Political dissidents are rumored to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
action required). The following factors break Concentration. Another Concentration Effect. You lose Concentration on an effect the moment you start casting a spell that requires Concentration or
activate another effect that requires Concentration. Damage. If you take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage taken (round
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
begin to break over the ship. The port half of area 1 is 3 feet below water, while the starboard edge remains 5 feet above it. Round 14 If the rowboat began its approach on round 4, it arrives at the
Sequence of Events Following is a round-by-round summary of how events progress as the octopus brings down the ship. Round 1 The octopus begins its attack, wrapping itself around the ship and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
action required). The following factors break Concentration. Another Concentration Effect. You lose Concentration on an effect the moment you start casting a spell that requires Concentration or
activate another effect that requires Concentration. Damage. If you take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage taken (round
Magic Items
Tasha’s Cauldron of Everything
lasts for 24 hours or until you break it.
3
The Golden Age of Dhakaan (golden goblin bicuspid)
10 goblin;goblins, 1 goblin boss
When you are hit by an attack and an ally is within 5 feet of you
(rainbow-colored donkey molar)
1 unicorn
The tooth has 3 charges. As an action, you can expend 1 charge to touch a creature. The target regains 2d8 + 2 hit points, and all diseases and poisons affecting
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
small, metallic, three-sided pyramid. Overhead in the shadow-draped ceiling are inlaid colored tiles depicting a starry sky and forming strange patterns in the areas above the pedestals.
A dark
lime. Any flesh that comes in contact with this lime will take 1 acid damage per round. The lime must be removed from the skin to stop the damage, and can be either wiped off or washed away. Treasure
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
three pixies to prepare it for a race. The snails are unusually fast, wear colored caparisons, and have numbered saddles strapped to their shells. Their racing numbers, names, and team colors are given in
. 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->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
that of the present day, often creating unusually colored fog, erratic rain, incongruous wind, or rainbows. Nature out of Time. Long-extinct creatures, such as Mammoths or Saber-Toothed Tigers
magic zone or wild magic zone (see the Dungeon Master’s Guide for details about both). The presence of either zone doesn’t affect the time gate. 3 Fast Movement. All creatures’ Speeds are doubled. 4 Slow Movement. All creatures’ Speeds are halved (round down).
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Confronting Galin If confronted with evidence against him, Galin accuses the adventurers (publicly if necessary) of being in league with the cult and attempting to break the resolve of Altand’s
Altand intact in exchange for information on other settlements that would become the targets of the cult’s next round of raids. Galin does not know the identity of the green wyrmspeaker, or the location
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Confronting Galin If confronted with evidence against him, Galin accuses the adventurers (publicly if necessary) of being in league with the cult and attempting to break the resolve of Altand’s
Altand intact in exchange for information on other settlements that would become the targets of the cult’s next round of raids. Galin does not know the identity of the green wyrmspeaker, or the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
43. The Smoking Mirrors An amber haze drifts in this room, which is unoccupied. Strangely shaped and colored mirrors hang on the walls, and a large, oblong stone basin stands in the middle of the
or be drawn through the glass, becoming submerged in the water. Weapons can be used to break the glass (AC 15, 20 hit points). If the glass is destroyed, the water in the pool and those trapped in it
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
area D2, they have been replaced by even cruder versions created in a hurry.) Read the following text: Streams of colored light swirl through the air around the golden statue in the ruined rotunda. Each
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
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
approaches the Second Wind, an enormous jet-black behemoth glides out of the darkness and cosmic dust, its red eye glowing brightly as its jaws open wide. Long, stringy strands of saliva break off
who were surprised can’t act until the next round. A character can use an action and a pair of oars to row the jolly boat 10 feet horizontally in any direction along the gravity plane shared by
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the north side of the wall takes 22 (5d8) fire damage. When the wall of fire appears, all creatures present should roll initiative. Each round on initiative count 15, the wall moves 10 feet northward
Secret Door The trail of gold-colored tiles leads to the archway in the west wall that contains a secret door. Any character wearing the eye-shaped pendant found in area 2 can find the secret door
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
pile of similar-colored stones behind one of the columns, making it easy to miss. When characters search the room, have everyone make a Wisdom (Perception) check. Only a character who gets a 15 or
when they heard the fight break out in area 9. When characters approach within 25 feet of the ledge overlooking 10B (when they come in line with the top of the stairs to 10A), two kobolds toss glue
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
-colored stones behind one of the columns, making it easy to miss. When characters search the room, have everyone make a Wisdom (Perception) check. Only a character who rolls 15 or higher notices the
the fight break out in area 9. When characters approach within 25 feet of the ledge overlooking 10B (when they come in line with the top of the stairs to 10A), two kobolds toss glue bombs and the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Thornwall Keep Veins of bronze-colored ivy cling to Thornwall Keep’s ancient three-story stone tower, the tallest structure in Vogler. From its crenelated roof rises an elaborate device resembling a
.”
Becklin smiles at the memory as she opens the box, revealing a round green shield.
The box contains Ispin’s signature shield, a +1 shield carved with a scarred broadleaf tree and painted a mossy green
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
a colored crystal. No two stones are the same color.
Overhead, a wood-framed hourglass as tall and wide as a dwarf hangs ten feet above the brazier, suspended from the ceiling by thick iron chains
, immunity to poison and psychic damage, and resistance to all other damage. The stones set into the brazier’s rim are colored red, orange, yellow, green, blue, indigo, and violet, respectively. Tossing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
and colored glowing stone is set.
The characters can examine the dead guard or investigate the doors and stones. However, the amount of time they have to do so depends on whether they had other
guards in pursuit. If the characters were pursued, give them a round or two to investigate the portal nexus, then have an increasing number of guards burst into the area each round, forcing the characters
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Dexterity check is needed to open the lock. Without the key, the DC increases to 20. If the roll misses by 5 or more, the key or thieves’ tools break off in the lock so that unlocking it becomes
raiders hear the noise and find cover; they wait for the characters to exit the tunnel, then gain a surprise round. The raiders’ group consists of two cultists and six kobolds. If any cultists are still
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed
on a DC 21 Strength check.
If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Juiblex slimes a square area
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
a large communal dining hall with a patio. The room is well lit by a dozen blue-glowing orbs attached by bronze-colored rods to the ceiling. An L-shaped counter to the northwest is covered with small
raucous and brash and gives bear hugs so good you think he might break a rib (but in a good way). His gray skin is usually coated with light sheen of sweat; kitchens are hot!
Quote: “The best way to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed
on a DC 21 Strength check.
If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Juiblex slimes a square area
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
brought here as prisoners are thrown into the north cell. The guards depart after locking up the characters. A character can use an action to try to break into or out of a cell, tearing through its root
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
roll. Use a d6 instead of a d4 in the high intensity zone. d20 Encounter 1–2 1 fire elemental 3 1d8 magmin 4 1d3 salamanders (see area W7) 5 Crust break 6 Flame gout 7 Lava rain 8 Smoke cloud 9
Sulfur cloud 10–20 None Crust Break. A random character steps on a particularly thin spot on the floor. The character must succeed at a DC 10 Dexterity saving throw or fall into a hole (seventy-five
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
likes dessert.” (True)
Tavern Features The tavern has the following features:
Taproom. The tavern’s taproom holds a sticky bar counter, ten round tables, and forty chairs in varying states of
)Slice of Cake (crossed out)1 GP
Drunken Dragon Handout Buy the House a Round. For 20 GP, a character can buy a drink for everyone in the taproom. For the next 24 hours, that character has






