Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both being diffusing consists roll'.
Other Suggestions:
both being diffusing contests role
both being diffusing contests rally
both being diffusing contests royal
both being diffusing contests roles
both being diffusing contests roll
Magic Items
Princes of the Apocalypse
This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following
can see that is within 60 feet of you and that can see or hear you. Once before the end of your next turn, the inspired creature can roll a d6 and add the number rolled to one ability check, attack
Monsters
Mordenkainen Presents: Monsters of the Multiverse
roll, one creature within 10 feet of her that is charmed by her is hit by the attack instead.Zuggtmoy can take 3 legendary actions, choosing from the options below. Only one legendary action option can
, but it quickly consumes them, body and soul.Zuggtmoy’s Lair
Zuggtmoy’s principal lair is her palace on Shedaklah. It consists of two dozen immense mushrooms of pale yellow and rancid
Zuggtmoy
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
lords mortal enemies, each devoted to destroying and ultimately devouring the other.Zuggtmoy’s Lair
Zuggtmoy’s principal lair is her palace on Shedaklah. It consists of two dozen
":"roll"} days.
Madness of Zuggtmoy
If a creature goes mad in Zuggtmoy’s lair or within line of sight of the demon lord, roll on the Madness of Zuggtmoy table to determine the nature of the
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. If the target doesn’t or can’t use
with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain’s stray thoughts
Monsters
Mordenkainen Presents: Monsters of the Multiverse
friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next
, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain’s stray thoughts commingled with those of other creatures to which it is linked
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cult robbers stake out spots to waylay passersby. The group consists of 1d4 + 1 bandits and 1d4 Black Earth guards (see chapter 7). Elementals. A small group of elementals wanders freely. Roll a d4 to
discovers a homestead. Roll a d6 to determine the race of the people there: 1–3, Tethyrian human; 4, Illuskan human; 5–6, halfling. A homestead consists of 1d6 adult commoners and 1d6 − 1 noncombatant
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cult robbers stake out spots to waylay passersby. The group consists of 1d4 + 1 bandits and 1d4 Black Earth guards (see chapter 7). Elementals. A small group of elementals wanders freely. Roll a d4 to
discovers a homestead. Roll a d6 to determine the race of the people there: 1–3, Tethyrian human; 4, Illuskan human; 5–6, halfling. A homestead consists of 1d6 adult commoners and 1d6 − 1 noncombatant
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cult robbers stake out spots to waylay passersby. The group consists of 1d4 + 1 bandits and 1d4 Black Earth guards (see chapter 7). Elementals. A small group of elementals wanders freely. Roll a d4 to
discovers a homestead. Roll a d6 to determine the race of the people there: 1–3, Tethyrian human; 4, Illuskan human; 5–6, halfling. A homestead consists of 1d6 adult commoners and 1d6 − 1 noncombatant
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ram Large Object Armor Class: 15 Hit Points: 100 Ram (Requires Position). Melee Attack Roll: +8, reach 5 ft. Hit: 16 (3d10) Bludgeoning damage. A Ram consists of a movable gallery equipped with a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ram Large Object Armor Class: 15 Hit Points: 100 Ram (Requires Position). Melee Attack Roll: +8, reach 5 ft. Hit: 16 (3d10) Bludgeoning damage. A Ram consists of a movable gallery equipped with a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ram Large Object Armor Class: 15 Hit Points: 100 Ram (Requires Position). Melee Attack Roll: +8, reach 5 ft. Hit: 16 (3d10) Bludgeoning damage. A Ram consists of a movable gallery equipped with a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
private hunting domain. Drow warriors patrol the forest, alert for poachers and intruders. Check for random encounters in Kyorbblivvin once every hour. Roll a d20 and consult the Kyorbblivvin Encounters
drow fell prey to Zuggtmoy’s spores and were drawn to the fungi fields of Kyorbblivvin, where they now roam as a pack, attacking intruders on sight. Elite Drow Foot Patrol This patrol consists of 2d4
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
private hunting domain. Drow warriors patrol the forest, alert for poachers and intruders. Check for random encounters in Kyorbblivvin once every hour. Roll a d20 and consult the Kyorbblivvin Encounters
drow fell prey to Zuggtmoy’s spores and were drawn to the fungi fields of Kyorbblivvin, where they now roam as a pack, attacking intruders on sight. Elite Drow Foot Patrol This patrol consists of 2d4
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
private hunting domain. Drow warriors patrol the forest, alert for poachers and intruders. Check for random encounters in Kyorbblivvin once every hour. Roll a d20 and consult the Kyorbblivvin Encounters
drow fell prey to Zuggtmoy’s spores and were drawn to the fungi fields of Kyorbblivvin, where they now roam as a pack, attacking intruders on sight. Elite Drow Foot Patrol This patrol consists of 2d4
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Treasure The roc’s nest is 30 feet across and consists of felled trees, wagon wreckage, crushed bales of hay, and the occasional bent shield or rusty helm. Characters who search the roc’s nest find
a scratched-up wooden chest containing 4,500 sp as well as 1d3 magic items. Roll on Magic Item Table H in chapter 7 of the Dungeon Master’s Guide for the first item, and on Table B for any other items.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Crew Stations In addition to a Helm, a Lyrandar Skyskiff has the following crew station. Tow Cable Small Object Armor Class: 10 Hit Points: 40
Harpoon. Ranged Attack Roll: +6, range 50/100 ft
Harpoon is pulled up to 50 feet in a straight line toward the ship.
This station consists of a compact grappling hook, reinforced rope, and launcher. One creature can operate this station at a time. The crew member operating this station can take the Harpoon and Reel actions.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Crew Stations In addition to a Helm, a Lyrandar Skyskiff has the following crew station. Tow Cable Small Object Armor Class: 10 Hit Points: 40
Harpoon. Ranged Attack Roll: +6, range 50/100 ft
Harpoon is pulled up to 50 feet in a straight line toward the ship.
This station consists of a compact grappling hook, reinforced rope, and launcher. One creature can operate this station at a time. The crew member operating this station can take the Harpoon and Reel actions.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Crew Stations In addition to a Helm, a Lyrandar Skyskiff has the following crew station. Tow Cable Small Object Armor Class: 10 Hit Points: 40
Harpoon. Ranged Attack Roll: +6, range 50/100 ft
Harpoon is pulled up to 50 feet in a straight line toward the ship.
This station consists of a compact grappling hook, reinforced rope, and launcher. One creature can operate this station at a time. The crew member operating this station can take the Harpoon and Reel actions.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Treasure The roc’s nest is 30 feet across and consists of felled trees, wagon wreckage, crushed bales of hay, and the occasional bent shield or rusty helm. Characters who search the roc’s nest find
a scratched-up wooden chest containing 4,500 sp as well as 1d3 magic items. Roll on Magic Item Table H in chapter 7 of the Dungeon Master’s Guide for the first item, and on Table B for any other items.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Treasure The roc’s nest is 30 feet across and consists of felled trees, wagon wreckage, crushed bales of hay, and the occasional bent shield or rusty helm. Characters who search the roc’s nest find
a scratched-up wooden chest containing 4,500 sp as well as 1d3 magic items. Roll on Magic Item Table H in chapter 7 of the Dungeon Master’s Guide for the first item, and on Table B for any other items.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Lorehold Deans’ Wing The Deans’ Wing occupies a potion of the first floor of Archaeo Memorial Hall. The wing consists primarily of offices and portions of Lorehold’s extensive historical archives
invisible stalker is defeated, whenever the characters enter a room, roll a d20. On a roll of 18–20, the invisible stalker is in that room. Otherwise, any significant noise the characters make attracts
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, they might stumble across hungry animals, greedy bandits, or vicious monsters. Check for random wilderness encounters once during the day and once at night by rolling a d20. On a roll of 17–20, an
encounter takes place. Roll a d12 and consult the Triboar Trails Random Encounters table to determine what the party meets. Triboar Trail Random Encounters Day Roll Night Roll Result 1–2 1–3 1d4 + 2
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, they might stumble across hungry animals, greedy bandits, or vicious monsters. Check for random wilderness encounters once during the day and once at night by rolling a d20. On a roll of 17–20, an
encounter takes place. Roll a d12 and consult the Triboar Trails Random Encounters table to determine what the party meets. Triboar Trail Random Encounters Day Roll Night Roll Result 1–2 1–3 1d4 + 2
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, they might stumble across hungry animals, greedy bandits, or vicious monsters. Check for random wilderness encounters once during the day and once at night by rolling a d20. On a roll of 17–20, an
encounter takes place. Roll a d12 and consult the Triboar Trails Random Encounters table to determine what the party meets. Triboar Trail Random Encounters Day Roll Night Roll Result 1–2 1–3 1d4 + 2
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Lorehold Deans’ Wing The Deans’ Wing occupies a potion of the first floor of Archaeo Memorial Hall. The wing consists primarily of offices and portions of Lorehold’s extensive historical archives
invisible stalker is defeated, whenever the characters enter a room, roll a d20. On a roll of 18–20, the invisible stalker is in that room. Otherwise, any significant noise the characters make attracts
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Lorehold Deans’ Wing The Deans’ Wing occupies a potion of the first floor of Archaeo Memorial Hall. The wing consists primarily of offices and portions of Lorehold’s extensive historical archives
invisible stalker is defeated, whenever the characters enter a room, roll a d20. On a roll of 18–20, the invisible stalker is in that room. Otherwise, any significant noise the characters make attracts
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Stoyanovich Every hour the characters spend inside the werewolf den, roll a d20. On a roll of 18 or higher, the werewolf hunting party returns, dragging a dead mountain goat. It’s a meager feast, at best
. The party consists of Kiril Stoyanovich (a werewolf with 90 hit points), six normal werewolves, and nine wolves. All the werewolves arrive in wolf form. If the wolves can see evidence of an assault on
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Stoyanovich Every hour the characters spend inside the werewolf den, roll a d20. On a roll of 18 or higher, the werewolf hunting party returns, dragging a dead mountain goat. It’s a meager feast, at best
. The party consists of Kiril Stoyanovich (a werewolf with 90 hit points), six normal werewolves, and nine wolves. All the werewolves arrive in wolf form. If the wolves can see evidence of an assault on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 x 10 or
proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 x 10 or
proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
corridors of their lair routinely. Unless the characters are extremely stealthy and careful, they are bound to encounter a patrol at some point. A guard patrol consists of two lizardfolk, one of which
carries a torch (because the corridors are normally unlit), and one lizardfolk scaleshield (see appendix C). For every 10 minutes the characters spend traveling the corridors, roll a d12. On a 12, the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 x 10 or
proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Crew Members and Stations The standard crew of an elemental airship consists of one captain, one pilot, and one or more additional crew members to operate the ship’s other systems. Each crew member
elemental core is suppressed or reengaged.
The helm of an airship consists of a specialized wheel, levers, and other controls. One creature can operate this station at a time. The pilot (the crew
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Stoyanovich Every hour the characters spend inside the werewolf den, roll a d20. On a roll of 18 or higher, the werewolf hunting party returns, dragging a dead mountain goat. It’s a meager feast, at best
. The party consists of Kiril Stoyanovich (a werewolf with 90 hit points), six normal werewolves, and nine wolves. All the werewolves arrive in wolf form. If the wolves can see evidence of an assault on
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Crew Members and Stations The standard crew of an elemental airship consists of one captain, one pilot, and one or more additional crew members to operate the ship’s other systems. Each crew member
elemental core is suppressed or reengaged.
The helm of an airship consists of a specialized wheel, levers, and other controls. One creature can operate this station at a time. The pilot (the crew






