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Returning 35 results for 'bonus beast devil creature rolling'.
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Monsters
Monster Manual
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
Hells.
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.Multiattack. The devil makes three Ice Spear attacks. It can replace one attack with a Tail
Magic Items
Dungeon Master’s Guide
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor
Spells
Player’s Handbook
spell save DC, each creature in a 10-foot Emanation originating from the spirit. Failure: 2d10 plus this spell’s level Fire damage. Success: Half damage.
Devil’s Sight (Devil Only). Magical
attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.
Fiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell’s level Fire damage.
Monsters
Monster Manual
ends.
Conjure Infernal Chain. The devil conjures a fiery chain to bind a creature. Dexterity Saving Throw: DC 15, one creature the devil can see within 60 feet. Failure: 9 (2d4 + 4);{"diceNotation
which point the chain disappears. If the target is Large or smaller, the devil moves the target up to 30 feet straight toward itself. Success: The chain disappears.Unnerving Gaze. Trigger: A creature
Magic Items
Dungeon Master’s Guide
attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can’t do so again until the next dawn
This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the
Monsters
Monster Manual
.
Infernal Tail. Dexterity Saving Throw: DC 17, one creature the devil can see within 10 feet. Failure: 10 (1d8 + 6);{"diceNotation":"1d8+6", "rollType":"damage", "rollAction":"Infernal Tail
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
Magic Items
Dungeon Master’s Guide
creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on
the following table (see the Monster Manual for the creature’s stat block).
1d100
Contents
0-50
No creature
51
Arcanaloth
52-54
Bone Devil
55-56
Cambion
57
Monsters
Monster Manual
creature it is grapple;grappling or any creature grappling it.
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body
Barbed Hide. At the start of each of its turns, the devil deals 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Barbed Hide", "rollDamageType":"Piercing"} Piercing damage to any
Monsters
Monster Manual
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.Multiattack. The devil makes one Beard attack and one Infernal Glaive attack.
Beard. Melee Attack
":"Piercing"} Piercing damage, and the target has the Poisoned condition until the start of the devil’s next turn. Until this poison ends, the target can’t regain Hit Points.
Infernal Glaive
Spells
Player’s Handbook
Choose any number of willing creatures that you can see within range. Each target shape-shifting;shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower
. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.
A target’s game statistics are replaced by the chosen Beast’s
Monsters
Monster Manual
Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the save and half damage if it
fails. It can’t use this trait if it has the Incapacitated condition.
Displacement. Attack rolls against the displacer beast have Disadvantage, since it projects an illusion that makes it
Magic Items
Dungeon Master’s Guide
check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table
.
1d100
Destination
01–60
Random location on the plane you named
61–70
Random location on an Inner Planes;Inner Plane determined by rolling 1d6: on a 1, the Elemental Plane
Spells
Player’s Handbook
per 24 hours or 50 miles if the Beast can fly.
When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn’t reach its
A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target’s Challenge Rating isn’t 0
Spells
Player’s Handbook
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shifting;shape-shift into Beast form for the duration. That
statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.
The target gains a number of Temporary
Spells
Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
Monsters
Monster Manual
1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no
creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied.
The golem’s creator, if
Spells
Player’s Handbook
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity
Magic Items
Dungeon Master’s Guide
the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the
Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts
Spells
Player’s Handbook
Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Monsters
Monster Manual
. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 18, each creature in an
Monsters
Monster Manual
. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
":"Rend", "rollDamageType":"Acid"} Acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Breath"}. Dexterity Saving Throw: DC 22, each creature in an
Magic Items
Dungeon Master’s Guide
Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When
regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 20) from it on a Beast that has a Swim Speed.
Globe of Invulnerability. While
Species
Player’s Handbook
Tieflings are either born in the Lower Planes or have fiendish ancestors who originated there. A tiefling (pronounced TEE-fling) is linked by blood to a devil, a demon, or some other Fiend. This
to devils.
Tiefling Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Magic Items
Dungeon Master’s Guide
This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the
ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.
After dealing its extra damage to a
Spells
Player’s Handbook
determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature
its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Giant Insect
Large Beast, Unaligned
AC 11 + the spell
Equipment
make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Proficiency with a Quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property
Equipment
must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Proficiency with a Battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
Magic Items
Dungeon Master’s Guide
Each Scroll of Protection works against creatures of a specific creature type chosen by the DM or determined by rolling on the following table.
1d100
Creature Type
01-10
Scroll of
from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the
Magic Items
Dungeon Master’s Guide
you draw the card or at any other time before you die.
Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you
. This enmity lasts until either you or the devil dies.
A Question of Enmity
Two of the cards in the Deck of Many Things can earn a character the enmity of another being. With the Flames card, the
Magic Items
Dungeon Master’s Guide
picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block).
The titan is Hostile toward all other creatures and
Equipment
have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Proficiency with a Maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must
Equipment
must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Proficiency with a Trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
Equipment
Proficiency with a Shortbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Equipment
Proficiency with a Shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Magic Items
Dungeon Master’s Guide
Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned






