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Returning 35 results for 'both before declared coated roll'.
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Monsters
Monster Manual
Throw: DC 10, one creature the flumph can see within 15 feet. Failure: The target is coated in a foul-smelling liquid, exudes a stench for 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction
Advanced Telepathy. The flumph perceives the content of any telepathic communication within 60 feet of it.
Prone Deficiency. If the flumph receives the Prone condition, roll a die. On an odd number
Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws.
Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth
Flumph
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
","rollType":"roll","rollAction":"Stench Spray"} hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A
Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving
Monsters
Spelljammer: Adventures in Space
":"roll","rollAction":"Stench Spray"} hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove
Deficiency. If Flapjack is knocked prone, roll a die. On an odd result, Flapjack lands upside-down and is incapacitated. At the end of each of its turns, Flapjack can make a DC 10 Dexterity saving throw
Equipment
A target hit by a piece of Alchemical Ammunition packed with War Oil takes damage as normal for the ammunition, then becomes coated in War Oil for up to 1 minute. Alternatively, you can target a
point, such as the ground or a wall, and on an attack roll against AC 10, cause the War Oil to spill out of the ammunition, creating a circular patch of the viscous substance with a 10-foot radius.
War
Monsters
Out of the Abyss
advantage on saving throws against spells and other magical effects.
Sneak Attack (1/Turn). Droki deals an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Sneak Attack"} damage when
he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Droki that isn’t incapacitated and Droki doesn’t have
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Claw"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage. If the attack roll has advantage
the Lake of Boiling Mud
Borem’s Embrace (1/Day). The cultist touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
damage. If the faerie had advantage on the attack roll, the target takes an additional 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Stingblade", "rollDamageType":"slashing"} slashing
toddler, except for the black-feathered wings sprouting from the faerie’s shoulders. When engaged in combat, faerie pests wield thought-manipulating magic alongside sharp blades coated in
Magic Items
The Book of Many Things
. Unless a card states otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. If you fail to draw
the next 8 hours, whenever you or a creature within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage
Poisoner
Legacy
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Feats
Tasha’s Cauldron of Everything
You can prepare and deliver deadly poisons, granting you the following benefits:
When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
You can apply poison
its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"damage", "rollAction":"Collapse Distance", "rollDamageType":"psychic"} psychic damage and isn’t teleported.Bend Space. When the seer would be hit by an attack roll, it teleports, along
touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target’s speed is
Magic Items
The Book of Many Things
takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly
whichever cards they desire. Alternatively, roll on the Deck of Many More Things table below to randomly determine what cards are drawn.
Deck of Many More Things
d100
Card
01
Aberration
Monsters
Fizban's Treasury of Dragons
Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often fixate on specific historical battles or wars and won’t rest until my
;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Solitude. A stranger is just an intruder I haven’t dealt with yet. (Neutral)
2
Preservation. Most creatures cannot be
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
spell circles to break the curse. On entering a new room, roll 1d4 and have the party find: 1. 2d6 angry castle staff (Spectres); 2. skeletal remains of the previous residents; 3. 1d4 vengeful castle
guards (Wraiths); 4. floors and surfaces coated in slippery ice. Spell circles are in the first, fourth and fifth rooms the party explore. A final spell circle is in the crypt.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
telepathic communication within 60 feet of it.
Prone Deficiency. If the flumph receives the Prone condition, roll a die. On an odd number, it has the Incapacitated condition. At the end of each of its
location or observe it remotely.
Actions
Tentacle. Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Acid damage.
Stench Spray (1/Day). Dexterity Saving Throw: DC 10, one creature the flumph
Monsters
Fizban's Treasury of Dragons
those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately
and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.
Dragon Turtle Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Scavenged Possessions The player characters have not been idle during their captivity. Have each player roll a d20, and add the number of days (1d10) that player’s character has been imprisoned in
used as a dagger 28–30 A hand crossbow bolt coated with drow poison (see “Poisons” in chapter 8 of the Dungeon Master’s Guide)
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Poisoner You can prepare and deliver deadly poisons, granting you the following benefits: When you make a damage roll that deals poison damage, it ignores resistance to poison damage. You can apply
potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
be surprised by creatures with any form of telepathy.
Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end
Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
walls. Fungus. The ceilings, walls, and floors are coated in fungal growth. Passages. The caves and tunnels are made of unworked stone. Ceilings throughout are 20 feet high unless otherwise noted
rids a character of this malady, which otherwise lasts until cured. The malady gives the character a new flaw that suppresses any contradictory character trait. Roll on the Malady of Zuggtmoy table to
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
trapped. If the chest is moved or if the hasp is not opened properly, six clay pots drop from concealed niches in the ceiling. Roll a d6 to determine how many pots shatter on the floor. The pots
contain fine powder coated with hallucinogenic frog poison. Every creature in the chamber that is neither a frog nor a bullywug must make a Constitution saving throw with a DC equal to 11 + the number of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
trapped. If the chest is moved or if the hasp is not opened properly, six clay pots drop from concealed niches in the ceiling. Roll a d6 to determine how many pots shatter on the floor. The pots
contain fine powder coated with hallucinogenic frog poison. Every creature in the chamber that is neither a frog nor a bullywug must make a Constitution saving throw with a DC equal to 11 + the number of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to its lawlessness, and declared himself its secret lord. Jarlaxle likes to weave a tangled web of schemes that leave his enemies baffled — the latest of which is a plan to legitimize Luskan by making
. A few have flatly declared that the city will never be welcome in the alliance. Nonetheless, Jarlaxle aims to persuade Laeral Silverhand, the Open Lord of Waterdeep, to champion Luskan’s cause
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
effect. As soon as you draw a card, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the
and Deck of Many More Things, including whichever cards they desire. Alternatively, roll on the Deck of Many More Things table below to randomly determine what cards are drawn. Joanna Barnum, abigail
Compendium
- Sources->Dungeons & Dragons->Monster Manual
deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community
and raid communities near their dwellings in the Underdark. Their shields are coated in sticky slime, which they use to disarm their foes, and they employ slimy nets to entrap victims. They usually
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Blibdoolpoolp tolerated this — but then his own daughter declared herself an archpriest of Leemooggoogoon, and the cult began to grow. SLOOBLUDOP: GENERAL FEATURES
Sloobludop spreads out along the
can move at a normal pace across the platforms and bridges, but this puts strain on their poor construction. Whenever one or more characters move at normal speed across a bridge or platform, roll a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the rift are coated in ice and snow, and thus difficult to find. It requires a successful DC 20 Wisdom (Perception) check to find such a door. Slippery Ice. Fireball spells or other fire effects used in
the frost giant stronghold, the chance of a random encounter occurs on an hourly basis. At the end of each hour, roll a d12. On a roll of 1, which indicates a random encounter, choose from the following possibilities: 1d4 + 1 yetis One frost giant 1d4 + 1 ogres 1d6 + 1 winter wolves
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
effect. Comet The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
Things You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws. Gem Twenty-five pieces of jewelry worth 2,000 GP each or fifty
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
effect. Comet The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
doesn’t count as one of your declared draws. Gem Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. Jester You have Advantage on D20 Tests for the next
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
without reaching for milk or leaving the table until the three rounds are over is declared a winner. Violence and magic are not permitted during the event, but no one checks for magic effects cast
character must choose a pepper from the basket and eat it. The peppers are from the Spicy Brothers’ unique stock, and nothing about them reveals their taste or intensity. The character must roll on the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
primary force that has shaped the modern Flanaess. First, the provinces of Perrenland, Veluna, and Furyondy—far from the overking’s throne in Rauxes—declared their independence from the Great Kingdom
roll warrants it.
Magical Footnotes. Spells such as Contact Other Plane, Legend Lore, and Speak with Dead allow characters to learn information while leaving you control of the particulars.
Primary
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
webbing. Roll for random encounters as the characters cross this district. You can roll a d20 and consult the West Wall Encounters table, or choose an encounter that you like. The party can avoid
and deal 8 (1d6 + 5) slashing damage on a hit. Viln carries four daggers coated with purple worm poison (see “Poisons” in chapter 8 of the Dungeon Master’s Guide). The poison on a dagger’s blade is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
50 feet, and the cavern’s domed ceiling is 30 feet higher than the water’s surface. The walls are coated with slime but have abundant handholds. A successful DC 15 Strength (Athletics) check is
sp, and 350 gp. The net draped over the otyugh is woven with worthless shells and bones. Tied to the net are two trinkets (roll twice on the Trinkets table in chapter 5 of the Player’s Handbook), a
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
combat, faerie pests wield thought-manipulating magic alongside sharp blades coated in stinging poison. Faerie Pest Small Fey, Typically Chaotic Evil
Armor Class 14 (leather armor)
Hit Points 22 (5d6
plus 5 (2d4) poison damage. If the faerie had advantage on the attack roll, the target takes an additional 3 (1d6) slashing damage.
Spellcasting. The faerie casts one of the following spells
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the ship came down, it dug a furrow through the snowy valley before skidding to a stop. Its construction is partly organic, and the tentacles protruding from the ship’s bow are coated in mucus that
floor to roll toward the port side of the ship. Ceilings. Ceilings are 20 feet high unless otherwise noted. Illumination. All areas in the ship are dimly lit by fleshy, flickering, bioluminescent orbs






