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Returning 35 results for 'before broken direction continue rolls'.
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before brown direction continues rules
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Monsters
Monster Manual
. Failure: The target can’t take Reactions until the start of the umber hulk’s next turn, and the target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Confusing Gaze"} to
determine what it does on its next turn:
1–4. The target does nothing.5–6. The target takes no action or Bonus Action and uses all its movement to move in a random direction.7–8. The
Monsters
Monster Manual
condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll
random direction. 7–8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.Bite. Melee Attack Roll: +2
Spells
Player’s Handbook
.
The creature has Disadvantage on attack rolls against targets within the Cylinder.
Targets within the Cylinder can’t be possession;possessed by or gain the Charmed or Frightened condition
from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting
Spells
Player’s Handbook
feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
Disadvantage on attack rolls and ability checks.
Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30
Monsters
Monster Manual
damage only. 6: Telekinetic Ray. Strength Saving Throw: DC 16 (the target succeeds automatically if it is Gargantuan). Failure: The beholder moves the target up to 30 feet in any direction. The target has
and rolls a 1 has the Prone condition.
If the beholder dies or moves its lair elsewhere, these effects end immediately.Antimagic Cone. The beholder’s central eye emits an antimagic wave in a
Spells
Player’s Handbook
you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it
destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.
On Target. You and your group (or the target object) appear where you intended.
Doppelganger
Legacy
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Monsters
Basic Rules (2014)
blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the
. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised
Duergar Mind Master
Legacy
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Monsters
Mordenkainen’s Tome of Foes
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two melee attacks. It can replace one of those attacks with a use of
":"1d6","rollType":"recharge","rollAction":"Invisibility"}. The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken
Equipment
When you open the door to this white-furred, red-eyed rat’s cage, they point their nose in the direction of the nearest magic item, if any, within 30 feet of them that isn’t being worn or
carried by another creature. They continue pointing their nose at that item for 1 minute or until you shut the cage door. After pointing at a magic item, the rat refuses to do so again until they consume a piece of cheese worth at least 10 gp.
Poltergeist
Legacy
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Monsters
Monster Manual (2014)
":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the poltergeist has disadvantage on attack rolls, as well as on
, the poltergeist makes a Charisma check contested by the target’s Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including
Duergar
Legacy
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Monsters
Basic Rules (2014)
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in
.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour
Magic Items
Lost Laboratory of Kwalish
the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties
:
Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
Berserk. Whenever a critical hit is made against you, roll a d6
Monsters
Phandelver and Below: The Shattered Obelisk
Creature Sense. The refraction is aware of creatures within 100 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one
":"damage", "rollAction":"Dissonant Claw", "rollDamageType":"psychic"} psychic damage. If the target is a creature concentrating on a spell, its concentration is broken.
Mind Blast (Recharge 5–6
Monsters
Mythic Odysseys of Theros
can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path
continue to flock around the demon, offering fealty and squabbling for scraps.
Some foul souls can't let go of the miserable lives they had. Having been despicable in life, these spirits fester in death
Duergar Stone Guard
Legacy
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Monsters
Out of the Abyss
attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as
). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Poison
Duergar Kavalrachni
Legacy
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Monsters
Out of the Abyss
on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two war pick attacks.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the
until it attacks, it casts a spell, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is
Monsters
Out of the Abyss
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size
until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Poison
Monsters
Waterdeep: Dungeon of the Mad Mage
weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing
concentration is broken (as if concentrating on a spell).Multiattack. The Huge Gray Ooze can make two attacks with its pseudopods.
Pseudopod. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to
Umber Hulk
Legacy
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Monsters
Monster Manual (2014)
throw, unless the umber hulk is incapacitated.
On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8;{"diceNotation":"1d8","rollType":"roll
random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.
Unless surprise;surprised, a creature can avert its eyes
Magic Items
Lost Laboratory of Kwalish
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to &minus
;3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
Gibbering Mouther
Legacy
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Monsters
Basic Rules (2014)
within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a
determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.Multiattack. The gibbering
Duergar Xarrorn
Legacy
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Monsters
Out of the Abyss
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Fire Lance. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Fire
casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Poison
Monsters
Out of the Abyss
Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest). For 1 minute
concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery
attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Mind Mastery
Monsters
Out of the Abyss
): enhance ability, spiritual weapon
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges
spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Poison
Duergar Soulblade
Legacy
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Monsters
Out of the Abyss
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along
duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar
Monsters
Out of the Abyss
paralyzed.
Sunlight Sensitivity. While in sunlight, Horgar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Gauntlets of Ogre Power. Horgar wears a set
concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Parry. Horgar adds 2 to his AC against one melee attack that would hit him. To do so, Horgar must see the attacker and be wielding a melee weapon.
Duergar Warlord
Legacy
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Monsters
Mordenkainen’s Tome of Foes
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if
casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Scouring Instruction. When an ally
Monsters
Waterdeep: Dungeon of the Mad Mage
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Deformed. It has advantage on Wisdom (Perception) checks, and on saving throws against being charmed
Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.This creature used to be two separate duergar, a
Monsters
Guildmasters’ Guide to Ravnica
Sensitivity. While in sunlight, the gloamwing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The gloamwing makes two attacks: one with its bite
of House Dimir erases a person's identity, leaving a mind so broken it can no longer live. Thus, Nightveil specters have no memory of their previous lives, and they are just clever enough to follow
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"1d6", "rollType":"damage", "rollAction":"Magic Mockery", "rollDamageType":"psychic"} psychic damage and have disadvantage on attack rolls and ability checks until the start of the faerie’s next
shards of broken glass.
Faerie borrowers often adorn themselves with purloined trophies: stolen keys and needles filed into swords, and buttons and scraps of paper fashioned into clothing. Though
Monsters
Tales from the Yawning Portal
disadvantage on the attack roll.
Sunlight Sensitivity. While in sunlight, the spy has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The spy makes two
Short or Long Rest). The spy magically turns invisible until it attacks, deals damage, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the spy wears or carries is invisible with it.
Poison
Monsters
Tales from the Yawning Portal
has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. Snurrevin is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save
broken, up to 1 hour (as if concentrating on a spell). Any equipment Snurrevin wears or carries is invisible with him.Poison
Spells
Xanathar's Guide to Everything
zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.
You can
commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.
The creatures are under your
Monsters
The Book of Many Things
Pack Tactics. The hound has advantage on attack rolls against a creature if at least one of the hound’s allies is within 5 feet of the target and the ally doesn’t have the incapacitated
condition.
Supernatural Tracker. The hound knows the distance to and direction of any creature that has come within 30 feet of it, even if that creature is on a different plane of existence. If the






