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Returning 35 results for 'both being descends could roll'.
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Monsters
Vecna: Eve of Ruin
Legendary Resistance (2/Day). If the deathwolf fails a saving throw, it can choose to succeed instead.
Moon’s Grace. When the deathwolf falls, it descends at a rate of 60 feet per round and
makes an attack roll against it, the deathwolf forces the creature to succeed on a DC 17 Wisdom saving throw or have disadvantage on that roll. After the attack hits or misses, the deathwolf makes one
Monsters
The Book of Many Things
half as much damage on a successful one.The ultimate threat created by the Rogue card, the veiled presence is a Celestial for tier 4 play (levels 17 to 20). This being descends from an Outer Plane to
members of the villain’s organization deal poison damage while within 3 miles of the lair, they ignore the target’s resistance to poison damage.
If the villain dies, these effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.Necrotic, Radiant
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
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->Phandelver and Below: The Shattered Obelisk
Traversing the Tunnel The winding tunnel between Phandalin and Illithinoch is 12 miles long, curving in different directions as it descends 2 miles beneath the town. The tunnel has a gentle but
continuous slope. The entire journey takes about 14 hours if the characters walk at normal speed. Random Encounters After each hour the characters spend in the tunnel, roll 1d20 and consult the Tunnel
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
rocks to navigate this obstacle. The character must succeed on three DC 14 Strength (Athletics) checks to leap from rock to rock. A character safely ascends or descends 10 feet with each successful
appendix B for both stat blocks) spots the characters and attacks. At the end of the first round of combat, roll a die. If you roll an even number, a random draconian is affected as if by the levitate
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
use. Trapped Stairs The stairs are constructed so that the lowest steps collapse into a ramp that dumps a character right at the base of the violet fungi. Roll any die as each character descends the
steps; on an odd roll, the character triggers the trap. A character who is actively looking for a trap on the stairs can find the trapped step with a successful DC 15 Wisdom (Perception) check. The kobolds and guards know where to avoid stepping, of course.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
use. Trapped Stairs The stairs are constructed so that the lowest steps collapse into a ramp that dumps a character right at the base of the violet fungi. Roll any die as each character descends the
steps; on an odd roll, the character triggers the trap. A character who is actively looking for a trap on the stairs can find the trapped step with a successful DC 15 Wisdom (Perception) check. The kobolds and guards know where to avoid stepping, of course.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
out of thick ice and have hinged iron clamps holding them in place. When the doors are open, they allow access to a 30-foot-wide vertical shaft that descends 220 feet to area X26. X13. Western Gear Room
other creatures in the room have taken an action, roll initiative for the hammerers; on their first turn, the hammerers emerge from their rooms and join the fray on the side of the duergar. Elevator
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
into the walls and roof, but the crude artwork is incomplete.
Descending Tunnel. The tunnel to the southeast descends hundreds of feet to level 8.
Hundreds of years ago, before the arrival of the
regains all expended charges daily at dawn. If the wand’s last charge is expended, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often fixate on specific historical battles or wars and won’t rest until my hoard contains that conflict’s most
, I will have you know, my ancestors probably invented.
8
The sight of blood makes me queasy.
Sapphire Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
descends into a dark, messy room full of boxes and furniture. Madam Kulp explains that below are a series of rooms where several tut-krogh caterpillars (use the lizard stat block) are hiding. Her
descended the ladder, read or paraphrase the following text: The ladder descends into a dimly lit room smelling of dust and sweet spices. Musty furniture and crates are strewn about the space. A door
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
succeeds on a DC 15 Wisdom (Survival) check finds a set of them. If the characters follow these tracks, roll a d6. On a 6, the tracks lead to the elven tomb, where the white moose can be found. On any
other roll, the tracks lead to an ordinary moose (use the giant goat stat block) that’s encountered after 1d4 hours. This moose poses no threat if the characters leave it alone. After each encounter
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters are traveling between locations. To determine what they find, roll on the Eternal Garden Encounters table. If you don’t like the result, choose a different encounter you think would be fun
descends to meet them. 8 The Gardener (see appendix B) strolls through the area, humming merrily to themself, inspecting plants, and greeting the garden’s inhabitants.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
traveling by hire-coach, or 60 feet away if the doppelganger is on foot. The hire-coach has an initiative modifier of +0, and Willifort moves with it. A creature in the hire-coach doesn’t need to roll
, the character spots an iron grate in the street that wasn’t closed properly. Lifting it reveals an iron ladder that descends 10 feet to an underground sewer tunnel. Characters who lower themselves
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) checks for the guards to determine if they notice something, there’s no need to roll separately for each of them. Just make one roll with advantage. If the guards on a tower see or hear something out
of the ordinary, such as an approaching ship or group of visitors or a monster flying overhead, one guard descends into the tower to alert the rest of the prison while the others stay at their post
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
) Proficiency Bonus +5
Legendary Resistance (2/Day). If the deathwolf fails a saving throw, it can choose to succeed instead.
Moon’s Grace. When the deathwolf falls, it descends at a rate of 60 feet per
deathwolf can take up to two reactions per round but only one per turn.
Imposing Slash. When a creature within 5 feet of the deathwolf makes an attack roll against it, the deathwolf forces the creature to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
their boat is abandoned so as to lure the adventurers on board before they attack. Roll a d20 and consult the Duergar Keelboat Cargo table to determine what, if anything, the duergar are transporting in
fungi (see “Fungi of the Underdark” in chapter 2) 20 A locked iron chest containing 3d6 × 100 gp and a random magic item (roll once on Magic Item Table B in chapter 7 of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
filled with thousands of bats. Any loud noise in either cavern agitates the bats. When the bats become agitated, have the characters roll initiative. On initiative count 10, the bats fly up the pit and
fluttering bats. At the start of each of the bats’ turns, roll a d6. On a roll of 1–5, the bats remain agitated. On a roll of 6, the bats return to the lower cavern and are no longer agitated. The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-foot cube of granite suspended from heavy chains descends in the eastern half of the shaft, acting as a counterweight. The massive block lands gently at the bottom of the shaft, filling the previously
walls. All creatures trapped inside the elevator (including unconscious ones) must roll initiative. The compartment takes 1 round to reach the top of the shaft, stopping just beneath area K47. Each
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
extends off the east balcony. At the back of the west balcony, a staircase descends 10 feet to a landing and a secret door. Advice from the Spirits Any characters inhabited by the spirits of I’jin or
original up position causes the winds to abate and the statue’s fists to close. Have all party members roll initiative whenever the winds begin to howl. While the winds are howling, any creature not
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
electrum goblet (worth 75 gp), and 1d4 magic items. Roll on Magic Item Table G in chapter 7 of the Dungeon Master’s Guide for the first item, and on Table F for any other items. 6. Nym’s Whale A 50-foot
of a wrecked ship stands in the middle of the room. An alcove in the northwest corner contains a stone rack that holds three quarterstaffs carved from wood. 10. Sleeping Guard A staircase descends
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
determine if they notice something, make only one roll with advantage. If the guards on a tower see or hear something out of the ordinary—such as an approaching ship, a group of visitors, or a monster
flying overhead—one guard descends into the tower to alert the rest of the prison while the others stay at their posts. Getting Inside If the characters use the cover Varrin provided, their ship arrives at
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
doors. A staircase descends to area 31 and ascends to area 33. Two invisible stalkers lurk here silently and attack any creature other than a cloud giant that crosses the room. Treasure The magically
-foot-long, 5-foot-wide rolled sheet of vellum. Normal-sized characters can use the scrolls despite their size. Three normal-sized magic items. Roll on Magic Item Table F in chapter 7 of the Dungeon
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
ceiling amid thick webs and appears to hold something human-like. A giant spider made this cocoon. Characters who can reach it can cut it open to free whatever is inside. Roll a d6 to determine the
flapping of tiny black wings. Suddenly, a dark cloud of bats descends upon you! These bats are the servants of Strahd. They attack the characters without provocation.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
determine if they notice something, make only one roll with advantage. If the guards on a tower see or hear something out of the ordinary—such as an approaching ship, a group of visitors, or a monster
flying overhead—one guard descends into the tower to alert the rest of the prison while the others stay at their posts. Getting Inside If the characters use the cover Varrin provided, their ship arrives at
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
reads “Drown your sorrows” in Common. If the illusory sunlight falling from the ceiling strikes the plaque when the coffin is opened, the stone block in the corridor outside the room slowly descends
is gushing out of it requires a successful DC 25 Strength (Athletics) check. As the wine begins pouring into the room, all creatures present must roll initiative. Track the passage of rounds: At the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
unlocks the outer doors of Kalain’s residence. Displayed in every room except area W5 is one of Kalain’s paintings. To determine the subject of any given painting, roll a d12 and consult the Painting
room and a successful DC 12 Wisdom (Perception) check. Pulling open the door reveals a stone staircase that descends 120 feet to a 20-foot-wide corridor, which extends for another 60 feet and ends before
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Ice Rink The staircase descends into a vaulted chamber. A nine-foot-high railing of sculpted ice hugs the staircase as it descends to the chamber floor, which, like the stairs, is smooth and gleaming. A
attending to guard duty. It would rather roll around on the ice and engage in light conversation with new arrivals. Characters can befriend Ukuma by tossing it a fish or some other tasty morsel. Ukuma
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, including one in the attic leading to a spiral staircase (area D21) that descends below the house. Encounter. Roll on the Death House Encounters table the first time a character enters this room
furniture. Faint footprints lead to the cloakroom (area D2b). Encounter. Roll on the Death House Encounters table the first time a character enters this room. D3: Den of Wolves This oak-paneled room
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
landing and a narrow ledge with the following features: The landing is 10 feet square and is met by two staircases. One descends 20 feet to area K5, and one ascends 20 feet to area K20. The narrow
Towers Features”). One staircase descends 20 feet to area K6, and the other climbs 20 feet to area K15. The area contains the following features: Shattered glass covers the floor, and a large wooden
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Post Giants encountered here are always alert (not sleeping). To determine the position of each guard when the characters first enter, roll a d4 twice. Use one of the results as the location of the
guard in area 9. Add 4 to the other roll and use it as the location of the guard in area 10. These guards will cooperate and attempt to set up ambushes. 9. Northwest Chamber One frost giant keeps a
Compendium
- Sources->Dungeons & Dragons->Divine Contention
shaft descends into a worked stone hallway. One end of the hall has collapsed, and the other terminates in a pair of giant ebony doors. A thin layer of mist swirls over the floor and the air is
the artifact has a terrible side effect: someone known to the wielder is also erased from reality. After the villain uses the ruinstone, roll a d20: on a 5-20, one of their allies disintegrates, on an 1
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
scrolls (arms of Hadar, bane, and dimension door) and a bag containing six pieces of jewelry worth 100 gp each. D8a: Tower Ground Floor A cold wind descends this tower staircase.
The stairs here
enter the westernmost bedroom triggers a roll on the Eldritch Surges table. The easternmost bedroom contains a gibbering mouther. It attacks any character who opens the door and fights to the death. D10
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
undersea fortress of King Hekaton is carved into a reef. Four rocky towers covered in barnacles and coral reach upward, and between them is a large sinkhole that descends into the heart of the fortress. A
with a successful DC 16 Strength (Athletics) check. Using a crowbar, a sword, or a similar tool grants advantage on the check. When a giant clam is opened, roll on the Giant Clam table to determine its






