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Returning 35 results for 'being before divided con round'.
Other Suggestions:
being before divine con round
Monsters
Monster Manual
Lightning or Slashing damage. Response: The jelly splits into two new Ochre Jellies. Each new jelly is one size smaller than the original jelly and acts on its Initiative. The original jelly’s Hit Points are divided evenly between the new jellies (round down).Lightning, SlashingAcid
Monsters
Monster Manual
pudding is one size smaller than the original pudding and acts on its Initiative. The original pudding’s Hit Points are divided evenly between the new puddings (round down).Acid, Cold, Lightning, Slashing
Magic Items
Dungeon Master’s Guide
, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down).
When the time runs out or
Spells
Player’s Handbook
.
Mod
Save
STR
19
+4
+4
DEX
14
+2
+2
CON
17
+3
+3
Mod
Save
INT
10
+0
+0
WIS
14
+2
+2
CHA
14
+2
+2
type until the spell ends.
Actions
Multiattack. The spirit makes a number of Rend attacks equal to half the spell’s level (round down), and it uses Breath Weapon.
Rend. Melee Attack Roll
Spells
Player’s Handbook
); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)
Mod
Save
STR
18
+4
+4
DEX
15
+2
+2
CON
17
+3
+3
Mod
Save
. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell
Spells
Player’s Handbook
.
Mod
Save
STR
18
+4
+4
DEX
10
+0
+0
CON
18
+4
+4
Mod
Save
INT
14
+2
+2
WIS
11
+0
+0
CHA
5
Multiattack. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the
Spells
Player’s Handbook
STR
13
+1
+1
DEX
16
+3
+3
CON
14
+2
+2
Mod
Save
INT
14
+2
+2
WIS
11
+0
+0
CHA
16
+3
+3
Immunities Charmed
number of Fey Blade attacks equal to half this spell’s level (round down).
Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell’s level
Spells
Player’s Handbook
’s level
HP 30 + 10 for each spell level above 4
Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)
Mod
Save
STR
17
+3
+3
DEX
13
+1
+1
CON
make an ability check.
Actions
Multiattack. The insect makes a number of attacks equal to half this spell’s level (round down).
Poison Jab. Melee Attack Roll: Bonus equals your spell attack
Spells
Player’s Handbook
;
Mod
Save
STR
16
+3
+3
DEX
10
+0
+0
CON
15
+2
+2
Mod
Save
INT
16
+3
+3
WIS
10
+0
+0
CHA
6
−2
−2
Psychic damage.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down).
Claw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack
Spells
Player’s Handbook
Speed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)
Mod
Save
STR
18
+4
+4
DEX
11
+0
+0
CON
16
+3
+3
to half this spell’s level (round down).
Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell’s level Piercing damage.
Spells
Player’s Handbook
DEX
14
+2
+2
CON
16
+3
+3
Mod
Save
INT
10
+0
+0
WIS
14
+2
+2
CHA
16
+3
+3
Resistances Radiant
Immunities Charmed
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
Spells
Player’s Handbook
Speed 30 ft.; Fly 40 ft. (hover; Ghostly only)
Mod
Save
STR
12
+1
+1
DEX
16
+3
+3
CON
15
+2
+2
Mod
Save
space and takes 1d10 Force damage for every 5 feet traveled.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down).
Deathly Touch (Ghostly Only
Spells
Player’s Handbook
. (Demon only); Fly 60 ft. (Devil only)
Mod
Save
STR
13
+1
+1
DEX
16
+3
+3
CON
15
+2
+2
Mod
Save
INT
10
+0
+0
makes a number of attacks equal to half this spell’s level (round down).
Bite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell
Rod of Security
Legacy
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Magic Items
Basic Rules (2014)
. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the
Monsters
Fizban's Treasury of Dragons
","rollType":"roll","rollAction":"Days"} days if the dragon dies.
Upper Caves. The dragon most often sleeps in the largest upper chamber of the lair. The dragon’s hoard is divided between that
the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to
Monsters
Fizban's Treasury of Dragons
chamber of the lair. The dragon’s hoard is divided between that area and the chamber at the opposite end of the upper level. The magic of the lair sometimes makes it appear as though the dragon
count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Imprisoning Force. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hit Point Die. Also, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Hit Point Die. Also, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
if it had spent 1 Hit Die. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures
present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the original jelly and acts on its Initiative. The original jelly’s Hit Points are divided evenly between the new jellies (round down).
Initiative −2 (8)
HP 52 (7d10 + 14)
Speed 20 ft., Climb 20 ft.
Ability Score Mod Save Str 15 +2 +2 Dex 6 −2 −2 Con 14 +2 +2 Ability Score Mod Save Int 2 −4 −4 Wis 6 −2 −2 Cha 1 −5 −5
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
if it had spent 1 Hit Die. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures
present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. 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
unnecessary. Once per round, each jockey can make a DC 12 Wisdom (Animal Handling) check. On a successful check, the jockey’s snail moves an extra 10 feet that round, or 20 feet if the check succeeds by 5 or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Monsters (O) Ochre Jelly Large Ooze, Unaligned
AC 8 Initiative −2 (8)
HP 52 (7d10 + 14)
Speed 20 ft., Climb 20 ft.
Ability Score Mod Save
Str 15 +2 +2
Dex 6 −2 −2
Con
Slashing damage. Response: The jelly splits into two new Ochre Jellies. Each new jelly is one size smaller than the original jelly and acts on its Initiative. The original jelly’s Hit Points are divided
Compendium
- Sources->Dungeons & Dragons->Monster Manual
original pudding and acts on its Initiative. The original pudding’s Hit Points are divided evenly between the new puddings (round down).
(8d10 + 24)
Speed 20 ft., Climb 20 ft.
Ability Score Mod Save
Str 16 +3 +3
Dex 5 −3 −3
Con 16 +3 +3
Ability Score Mod Save
Int 1 −5 −5
Wis 6 −2 −2
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Ambush Drake Ambush Drake
Medium dragon, unaligned
Armor Class 13 (natural armor)
Hit Points 22 (4d6 + 8)
Speed 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
14 (+2
the ally isn’t incapacitated.
Surprise Attack. If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
)
HP 27 (5d8 + 5)
Speed 30 ft.
Mod Save
Str 12 +1 +1
Dex 16 +3 +5
Con 12 +1 +1
Mod Save
Int 13 +1 +1
Wis 14 +2 +2
Cha 16 +3 +5
Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.
Reactions
Uncanny Dodge. Trigger: The performer is hit by an attack roll. Response: The performer halves the damage (round down) it takes from that attack.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Star Spawn Mangler Star Spawn Mangler
Medium aberration, chaotic evil
Armor Class 14
Hit Points 71 (13d8 + 13)
Speed 40 ft., climb 40 ft.
STR
8(−1)
DEX
18(+4)
CON
12(+1
)
INT
11(+0)
WIS
12(+1)
CHA
7(−2)
Saving Throws Dex +7, Con +4
Skills Stealth +7
Damage Resistances cold
Damage Immunities psychic
Condition Immunities charmed
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Ambush Drake Ambush Drake
Medium dragon, unaligned
Armor Class 13 (natural armor)
Hit Points 22 (4d6 + 8)
Speed 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
ally isn’t incapacitated.
Surprise Attack. If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Ambush Drake Ambush Drake
Medium dragon, unaligned
Armor Class 13 (natural armor)
Hit Points 22 (4d6 + 8)
Speed 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
ally isn’t incapacitated.
Surprise Attack. If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Star Spawn Mangler Star Spawn Mangler
Medium aberration, chaotic evil
Armor Class 14
Hit Points 71 (13d8 + 13)
Speed 40 ft., climb 40 ft.
STR
8(−1)
DEX
18(+4)
CON
12(+1
)
INT
11(+0)
WIS
12(+1)
CHA
7(−2)
Saving Throws Dex +7, Con +4
Skills Stealth +7
Damage Resistances cold
Damage Immunities psychic
Condition Immunities charmed
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
(shapechanger), neutral
Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
11(+0)
DEX
18(+4)
CON
14(+2)
INT
11(+0)
WIS
12(+1)
CHA
14(+2)
Skills
. It reverts to its true form if it dies.
Ambusher. In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it surprised.
Surprise Attack. If the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
thin. The temple contains enough air for the oozes, plus 160 hours of breathable air for one creature, divided by the number of creatures present. For example, a party of four adventurers has 40
.
A lit torch or its equivalent uses up air as a character does. Briefer but hotter magical effects consume 1 hour of air per die of fire damage per round. For example, a fireball spell that deals 8d6
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
how to behave and speak authentically. Hedonistic Swindlers. Doppelgangers work alone or in small groups, with group roles shifting from con to con. While one doppelganger takes the place of a murdered
Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Skills Deception +6
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
)
Speed 40 ft., climb 40 ft.
STR
8(−1)
DEX
18(+4)
CON
12(+1)
INT
11(+0)
WIS
12(+1)
CHA
7(−2)
Saving Throws Dex +7, Con +4
Skills Stealth +7
Damage
)
Ambush. On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn’t taken a turn yet.
Shadow Stealth. While in dim light or darkness, the mangler can take
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
succeed on a DC 18 Wisdom saving throw or take 26 (4d12) psychic damage and move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target
the next round, the affected creature can move or take an action on its turn, not both. The creature also can’t take a reaction or a bonus action. Timeline Divergence. The dragon chooses a space it can






