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Returning 35 results for 'blades both down current round'.
Other Suggestions:
blade both down currents rounded
blade both down current rune
blade both down current resound
blade both down current rounded
blade both down currents round
Monsters
Monster Manual
. Response: The scout halves the damage (round down) it takes from that attack.Aim. The scout has Advantage on the next attack roll it makes during the current turn.
Spells
Player’s Handbook
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item’s current owner. If your wish is granted and its effects have
Kraken
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.A Kraken’s Lair
A kraken lives in dark depths, usually a sunken rift or a cavern filled with
detritus, treasure, and wrecked ships.
Lair Actions
On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:
A strong current moves
Monsters
Infernal Machine Rebuild
);{"diceNotation":"3d10","rollType":"damage","rollAction":"Ink Cloud","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one. A strong current disperses
initiative count 20 (losing initiative ties), the thessalkraken takes a lair action to cause one of the following magical effects:
A strong current moves through the thessalkraken’s lair. Each
Monsters
Storm King's Thunder
);{"diceNotation":"3d10","rollType":"damage","rollAction":"Ink Cloud","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the
wrecked ships.
Lair Actions
On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:
A strong current moves through the kraken
Monsters
Guildmasters’ Guide to Ravnica
: expeditious retreat, fog cloud, misty step
Magic Resistance. The medusa has advantage on saving throws against spells and other magical effects.
Surprise Attack. During the first round of combat, the
dreams of one day reclaiming control of the Golgari Swarm, or at least causing pain to its current guildmaster, Jarad Vod Savo (whose own sister displaced the medusas from their position).
Monsters
Ghosts of Saltmarsh
","rollAction":"Ink Cloud","rollDamageType":"poison"} poison damage on a failed save or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of
, treasure, and wrecked ships.
Lair Actions
On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:
A strong current moves
Monsters
Icewind Dale: Rime of the Frostmaiden
thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.
In this form, Auril creates weapons of
her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one
monsters
hit points, its current hit point total instead resets to 95 hit points, it recharges its Solar Beam, it immediately uses its Blinding Flash legendary action option (without expending any actions
until the end of its next turn.
Summon Sunsprites. A sunsprite appears next to each creature of the owlbear’s choice that it can see and disappears on initiative count 20 of the following round
monsters
hit points, its current hit point total instead resets to 138 hit points, it recharges its Solar Beam, it immediately uses its Blinding Flash legendary action option (without expending any actions
following round. The sunsprites act on initiative count 10 of this round. They have an attack modifier equal to Vmod, the saving throw of their Death Burst is VDC, and both its attacks and Death Burst deal
Monsters
Planescape: Adventures in the Multiverse
baernaloth teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.The baernaloth can take up to three reactions per round but only one per turn
primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding
monsters
damage dealt.
Supernova (Recharges after a Short or Long Rest). If the owlbear would be reduced to 0 hit points, its current hit point total instead resets to 52 hit points, it recharges its Solar Beam
following round. The sunsprites act on initiative count 10 of this round. They have an attack modifier equal to Vmod, the saving throw of their Death Burst is VDC, and both its attacks and Death Burst
Monsters
Adventure Atlas: The Mortuary
dead (as an action), dispel magic, speak with dead
1/day each: finger of death, plane shift (self only), project imageSkall can take up to three reactions per round but only one per turn.
Baleful
being hit by an attack, Skall teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.Skall is the current factol of the Heralds of Dust and the
Wish
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
could make yourself and all your companions immune to a lich's life drain attack.
You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn
instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress
monsters
0 hit points, its current hit point total instead resets to 65 hit points and it gains 40 temporary hit points as deformed, tumorous growths sprout from its skin. Additionally, the rakshasa can use
VDC Constitution saving throw or become poisoned until initiative count 20 on the next round. Until the fish are removed, the ground in the area is difficult terrain and a creature in this area has
Monsters
Quests from the Infinite Staircase
), Tongues, Wind Walk (as an action)
1/day each: Gaseous Form, Major Image, Teleport, WishNafas can take up to three reactions per round but only one per turn.
Blowback. Immediately after a creature
:
Downdraft. Nafas targets one creature he can see within 120 feet of himself. A downward current of air surrounds the target, reducing its flying speed (if any) to 0 feet until the end of its next turn
monsters
0 hit points, its current hit point total instead resets to 237 hit points and it gains 100 temporary hit points as deformed, tumorous growths sprout from its skin. Additionally, the rakshasa can use
must succeed on a VDC Constitution saving throw or become poisoned until initiative count 20 on the next round. Until the fish are removed, the ground in the area is difficult terrain and a creature
monsters
0 hit points, its current hit point total instead resets to 153 hit points and it gains 50 temporary hit points as deformed, tumorous growths sprout from its skin. Additionally, the rakshasa can use
succeed on a VDC Constitution saving throw or become poisoned until initiative count 20 on the next round. Until the fish are removed, the ground in the area is difficult terrain and a creature in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
when the current fight is over, or subsequent waves will move through it freely. Alternatively, you might decide that a door is too damaged to be repaired. Wave 1 Six drowned blades rush to assault
drowned blades and two drowned ascetics assault the hermitage. The drowned blades arrive at the door that leads into area 11 and attempt to enter. The drowned ascetics enter through any previously opened
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
when the current fight is over, or subsequent waves will move through it freely. Alternatively, you might decide that a door is too damaged to be repaired. Wave 1 Six drowned blades rush to assault
drowned blades and two drowned ascetics assault the hermitage. The drowned blades arrive at the door that leads into area 11 and attempt to enter. The drowned ascetics enter through any previously opened
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
when the current fight is over, or subsequent waves will move through it freely. Alternatively, you might decide that a door is too damaged to be repaired. Wave 1 Six drowned blades rush to assault
drowned blades and two drowned ascetics assault the hermitage. The drowned blades arrive at the door that leads into area 11 and attempt to enter. The drowned ascetics enter through any previously opened
monsters
Apotheosis (Recharges after a Short or Long Rest). If the koboldzilla would be reduced to 0 hit points, its current hit point total instead resets to 462 hit points, it recharges its Dragon Breath
all kobolds and the koboldzilla until the start of initiative count 20 on the next round.
Swarm of Kobolds. Dozens of kobolds erupt from tiny tunnels, grabbing at the adventurers’ various
monsters
Apotheosis (Recharges after a Short or Long Rest). If the koboldzilla would be reduced to 0 hit points, its current hit point total instead resets to 145 hit points, it recharges its Dragon Breath
all kobolds and the koboldzilla until the start of initiative count 20 on the next round.
Swarm of Kobolds. Dozens of kobolds erupt from tiny tunnels, grabbing at the adventurers’ various
monsters
Apotheosis (Recharges after a Short or Long Rest). If the koboldzilla would be reduced to 0 hit points, its current hit point total instead resets to 310 hit points, it recharges its Dragon Breath
frightened of all kobolds and the koboldzilla until the start of initiative count 20 on the next round.
Swarm of Kobolds. Dozens of kobolds erupt from tiny tunnels, grabbing at the adventurers&rsquo
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
empty except for two doors. The door in the north wall is round and made of adamantine (see area 39c).
Corpse. Between the northern and southern halves of the room, where the room is narrowest, a
female dwarf has fallen prey to a scythe trap, her dead body pinned between the trap’s blades and the western wall. Halaster has placed a teleport trap (see “Teleport Traps”) just south of the scythe
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
empty except for two doors. The door in the north wall is round and made of adamantine (see area 39c).
Corpse. Between the northern and southern halves of the room, where the room is narrowest, a
female dwarf has fallen prey to a scythe trap, her dead body pinned between the trap’s blades and the western wall. Halaster has placed a teleport trap (see “Teleport Traps”) just south of the scythe
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
empty except for two doors. The door in the north wall is round and made of adamantine (see area 39c).
Corpse. Between the northern and southern halves of the room, where the room is narrowest, a
female dwarf has fallen prey to a scythe trap, her dead body pinned between the trap’s blades and the western wall. Halaster has placed a teleport trap (see “Teleport Traps”) just south of the scythe
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
strangely throughout the cave, distorting into fleeting whispers. Lighting. The cave isn’t illuminated. The current occupants rely on darkvision to see. Area descriptions assume the characters have a light
source or other means of seeing in the dark. Tunnels. The tunnels connecting caverns are roughly round and 10 feet in diameter.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
strangely throughout the cave, distorting into fleeting whispers. Lighting. The cave isn’t illuminated. The current occupants rely on darkvision to see. Area descriptions assume the characters have a light
source or other means of seeing in the dark. Tunnels. The tunnels connecting caverns are roughly round and 10 feet in diameter.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
boxes sealed with wax, 200 ballista bolts, 1000 yards of sailcloth, 500 feet of uncut silk rope, and four kegs of resin. Two drowned blades and two drowned ascetics wait for intruders toward the ship’s
lurking outside the coral mountain, these creatures take this opportunity, joining the battle at the end of the the second round in the hopes of overwhelming the party. The giant shark is too big to get
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
strangely throughout the cave, distorting into fleeting whispers. Lighting. The cave isn’t illuminated. The current occupants rely on darkvision to see. Area descriptions assume the characters have a light
source or other means of seeing in the dark. Tunnels. The tunnels connecting caverns are roughly round and 10 feet in diameter.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
boxes sealed with wax, 200 ballista bolts, 1000 yards of sailcloth, 500 feet of uncut silk rope, and four kegs of resin. Two drowned blades and two drowned ascetics wait for intruders toward the ship’s
lurking outside the coral mountain, these creatures take this opportunity, joining the battle at the end of the the second round in the hopes of overwhelming the party. The giant shark is too big to get
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
boxes sealed with wax, 200 ballista bolts, 1000 yards of sailcloth, 500 feet of uncut silk rope, and four kegs of resin. Two drowned blades and two drowned ascetics wait for intruders toward the ship’s
lurking outside the coral mountain, these creatures take this opportunity, joining the battle at the end of the the second round in the hopes of overwhelming the party. The giant shark is too big to get
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Example Complex Traps The following complex traps can be used to challenge characters or to inspire your own creations. Path of Blades Complex trap (level 1–4, dangerous threat) Hidden within a
and initiative count 10. Active Elements. The Path of Blades includes a set of whirling blades along the first 80 feet of the trap, crushing pillars that slam down from the ceiling to the floor before
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Example Complex Traps The following complex traps can be used to challenge characters or to inspire your own creations. Path of Blades Complex trap (level 1–4, dangerous threat) Hidden within a
and initiative count 10. Active Elements. The Path of Blades includes a set of whirling blades along the first 80 feet of the trap, crushing pillars that slam down from the ceiling to the floor before