Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both before descend caused rolling'.
Other Suggestions:
both before descended called rolling
both before descended cause rolling
both before defend called rolling
both before descent called rolling
both before descend called rolling
Zuggtmoy
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness
humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Zuggtmoy table. A creature
Species
Mordenkainen Presents: Monsters of the Multiverse
Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.
Their
determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X14a. Collapsed Lower Hall The stairs descend to a collapsed hall with a high ceiling and amber-glazed walls glazed. Rubble covers most of the floor, and a path through the rubble leads to an open
doorway. A deathly stench seems to come from there. This ruined area once connected to area X32, but an earth tremor caused the ceiling and walls to collapse. The ceiling here is 25 feet high. Unless
Species
Spelljammer: Adventures in Space
to fend for yourself.
3
A glitch caused you to forget your original programming. You don’t remember who made you or where you came from.
4
You didn’t like how you were being
, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
don’t normally choose to make a save; you must make one because your character or a monster (if you’re the DM) is at risk. A save’s result is detailed in the effect that caused it. If you don’t want to
resist the effect, you can choose to fail the save without rolling. Ability Modifier Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Traxigor’s Tower Once the griffons land, characters are free to dismount and descend the stairs into Traxigor’s tower. After delivering the party safely to the tower, the griffons take a short rest
before flying back to Candlekeep. Read or paraphrase the following boxed text to the players when the characters descend into the tower: One level down, you see a cluttered chamber illuminated by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
don’t normally choose to make a save; you must make one because your character or a monster (if you’re the DM) is at risk. A save’s result is detailed in the effect that caused it. If you don’t want to
resist the effect, you can choose to fail the save without rolling. Ability Modifier Saving throws are named for the ability modifiers they use: a Constitution saving throw, a Wisdom saving throw, and
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
1. Caravel Emergent This ship was the last one to sink before Gar caused the coral to grow up around the entire mass. As such, the forecastle protrudes from the coral, creating a passage in and out
surrounding coral. The masts have been completely torn off the ship.
There are three different ways to descend into the coral structure from this point. There is a gaping hole in the hull of the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
manifests in that location. The surge lasts for 1 hour. Rolling on the Eldritch Surges table while a surge is already in effect causes the current surge to end. THE ENTITY
Krokulmar, the entity at the
shadow of the creature that caused the surge appears in its space while it is in the room. Until the creature leaves the room, immediately after it makes an ability check, an attack roll, or casts a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
constellation most prominent in the game’s current time of year, or you can choose randomly by rolling on the table. The following are examples of events that might correspond with a zodiac phenomenon: A
the sky. Whenever the characters are outdoors and become embroiled in combat in the region, one or more knights descend from the sky to help them, provided none of the characters is evil. Each round on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. On Your Mark! Get Set! Go! A broad set of stairs descend to a large chamber with the following features: Pillars. Four stone pillars support a 35-foot-high, vaulted ceiling strung with cobwebs
trap (see “Teleport Traps”) between the two southern statues. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
characters descend to the floor, read: You stand shin-deep in sewer water, in a dimly lit tunnel. There’s a raised walkway on either side that gets you out of the smelly, muck-filled water. Small
the undercity. For each hour the party spends in the sewers, roll a d20. On a 15 or higher, the party has an encounter determined by rolling on the Sewer Encounters table. Sewer Encounters d20
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Exchange is falling over, and some of my friends are missin’!” An annoyed elf man in a baker’s apron says, “If I see one more of those gremlins come near my shop, I’m hitting them with a rolling pin. I
characters have been away, a series of crimes has plagued the town. From eyewitness accounts, the culprits are likely goblins. The crimes have caused unrest among the townsfolk, who demand that Harbin take
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fourteen-foot-long bugles made from hollowed-out mammoth tusks. An ascending staircase of ice in the southwest corner has mist rolling down it.
One of the mammoth tusk bugles is intact, but the other
. Otherwise, the mephits take no aggressive action without a command from their creator. Stairs Down. The stairs, which descend 90 feet to area G10, are slippery. The slippery ice is difficult terrain. When a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The chamber that opens at the bottom of the stairs is immense. A wide ledge runs along the left wall and drops away to a pit on the right. Many stalactites descend from the ceiling, and the sound of
can discern many large, dark stains on the rough floor at the base of the ledge, but what caused them is not apparent. 10A. Black Dragon Eggs This area is warm and humid. After characters look
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The chamber that opens at the bottom of the stairs is immense. A wide ledge runs along the left wall and drops away to a pit on the right. Many stalactites descend from the ceiling, and the sound of
can discern many large, dark stains on the rough floor at the base of the ledge, but what caused them is not apparent. 10A. Black Dragon Eggs
Guard Drake
This area is warm and humid. After
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
clouds begin to form underneath it and descend toward you.
Map 1.3 shows the tower. The stairs are made of firm cloud stuff and spiral downward, stopping just short of the ground. They are sized for
giants caused. Zephyros holds “small folk” in higher regard than most giants. If the characters introduce themselves to him, a wide smile settles on the cloud giant’s face as he realizes they are the ones
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
darkness. Rahadin directs the characters to a random location in the castle, determined by rolling a d6: d6 Location 1 Chapel (area K15) 2 Audience hall (area K25) 3 Study (area K37) 4 Tower roof (area
the way, he declines. If the characters ask for directions, he tells them whether they need to ascend, descend, or remain on the level they’re at. If they attack him, he fights to the death. Otherwise
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
or gain by doing so will also readily set you on the right course if you’re simply polite.
Undercliff This area of rolling grassland and small wooded areas east of the city is a rural community
mystery, but Undermountain’s allure is a siren song that still draws many. If you want to see adventurers descend into the depths, or perhaps glimpse some returning with wondrous treasures, visit the Yawning Portal in the Castle Ward.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely. Living
the start of each of its turns, rolling along the ground and through openings. The fog lasts for 10 minutes or until the living spell’s concentration ends (as if concentrating on a spell).
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
beside their mistress. Random Encounters. The Dreadwood Random Encounters table provides ideas for the sort of encounters that can take place here. Check for an encounter once per day by rolling a d20. On
day by rolling a d20 (if the characters do not already attract monsters by stumbling across shriekers). On an 18 or higher, the characters have an encounter at some point during the day or night (equal
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, the altar won’t do so again until one month has passed. Stairs. The stairs here descend to area D3. D2: Abandoned Dormitories Battered bed frames and straw mattresses clutter this room, interspersed
of manacles, and a blue pearl worth 150 gp. D3: Lower Chambers The stairs descend into an space surrounded by a series of halls and cramped rooms. A thick, rotten smell permeates the air. Digging
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
grease to get it rolling again. The old brake looks solid, but each time it’s used, it has a 10 percent chance to fail utterly. This risk is recognized by someone who inspects the brake and makes a
. Tracks for the ore carts descend around the walls of the pit in a clockwise fashion. Enough daylight filters through the mine opening to create dim illumination to the bottom of the shaft. The kobolds
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
between brass posts spaced 5 feet apart. Earthquakes caused the balcony to collapse in two places—see areas S16 and S17 for details. S14: Abandoned Garden Magical light fills this rectangular room. The
location to avoid the enraged brass dragon. The duodrone then activated a silent alarm and caused the light bulb on the console to flash red. Justine Jones Qaara’s Arrival. The silent alarm triggers a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the Wormwrithings from Mantol-Derith. Zilch doesn’t know what caused the duergar to attack the svirfneblin, but he knows the drow merchants have withdrawn to the warehouse and that the drow are
contains 2d6 crystal vials of exotic perfume worth 100 gp each, 3d6 crystal bottles of distilled beverages worth 25 gp each, 1d4 magic items (determined by rolling on Magic Item Table A in chapter 7 of the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the foyer by rolling once on the Gala Guests table. Ice Mephits. Six ice mephits are disguised as ice decorations along the perimeter of the room. The mephits attack anyone who starts a fight in this
jewels.
A 20-foot-high balcony (area P9) overlooks the ballroom floor. Guests. At any given time during the gala, 2d6 × 2 nobles dance here. You can add a named guest to the ballroom by rolling once on
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the floor, as well as stairs that descend to the east. A stone slab blocks the way to the north.
The mosaics here once depicted the feats of Orestes, a scoundrel-hero who devoted his life to Phenax
niches lie small bits of jewelry, gold teeth, or ancient coins, with each haul worth 2d4 gp. 4. Flooded Catacomb The stairs descend into a burial chamber partially flooded with muddy water. Ancient stone
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the shelves, each section of which has a rolling ladder anchored to a ceiling rail.
Three custodians are working here, sweeping the floors: a human, a gnome, and a half-elf.
After Kandlekeep
. Main Room The larger part of the tower’s second floor contains two staircases, which descend to area B1 and ascend to area B4. The scents of salted meat and dried fruit fill this area. Bookcases built
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. M7. Library Large wooden doors open to reveal a cozy library lit by warm candlelight. Two walls of shelves stretch to the ceiling, with a rolling ladder to help reach the higher books. In the center of
creations. The beholder’s appearance has caused weird events to happen in Wisteria Vale, and these strange occurrences are becoming increasingly common (see “Aberrant Events” earlier in the adventure
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
from the fall. The breaking of the wheel puts the yakfolk village on alert. Meanwhile, Zalto orders one of the fire giants in area 34 to go to area 9, find out what has caused the elevator to stop
who search the hut find, amid the clutter, a basket containing 250 gp in mixed coinage, four pieces of fancy bead jewelry (worth 25 gp each), and one magic item, determined by rolling on Magic Item
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
cage is worth 400 gp. G7: Stairs to Flooded Passage This wide passage is inlaid with roughly cut stairs that descend into murky flood waters.
A subterranean waterway flooded this passage several
room provides. The long-ago collapse caused desperate times for the svirfneblin enclave. The tunnel once led to several other svirfneblin communities from which these svirfneblin acquired mithral, but
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
region. Consider rolling on the Blessed Radiance Effects table when the following circumstances occur in the region: A creature succeeds on a saving throw compelled by the abilities of a fiend or an
inspire life to propagate along alien paths. Consider rolling on the Far Realm Effects table when the following circumstances occur in a region touched by the Far Realm: A warlock whose Otherworldly
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. Among this junk are 11,000 cp, 3,500 sp, 220 gp, and the bronze-plated skull of a slain adult red dragon (worth
items, determined by rolling on the Items in a Giant’s Bag table in the introduction. 16C. South Room Twelve iron-framed beds line the walls of this chamber. At the foot of each bed is an unlocked
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Sylvarie attacks characters who descend into this area, believing they have been sent by the hags to torment her. A character can use an action to try to convince Sylvarie to stand down, first by making the
the paintings that have caused their downfall. The fourth painting is the one that was done for Sylvarie Silversong ten years before. Each painting depicts its victim as the person they sought to become
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
locations assumes the characters can see what’s around them. M1. Tool Room Rough-hewn steps descend 60 feet before ending just north of this chamber. Racks holding picks and hammers are nailed to the
is a psi crystal (see appendix D). The psychic trauma that the mind flayer endured when it died caused the crystal to form in its mind. A character can use a miner’s pick to pry loose the psi crystal






