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Returning 35 results for 'both both descend consult range'.
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both both descends consult range
Monsters
Spelljammer: Adventures in Space
":"Telekinetic Bolt"} to hit, range 60 ft., one target. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3","rollType":"damage","rollAction":"Telekinetic Bolt","rollDamageType":"force"} force damage.
Spellcasting
lost the will to serve the Lich-Queen Vlaakith; they prefer to live by their own code or revel in their unbridled freedom.
Githyanki
Githyanki descend from an ancient people who were also the
Monsters
Spelljammer: Adventures in Space
5 ft. or range 60 ft., one target. Hit: 20 (3d10 + 4);{"diceNotation":"3d10+4","rollType":"damage","rollAction":"Astral Bolt","rollDamageType":"radiant"} radiant damage.
Spellcasting (Psionics). The
little concern to a star seer, who resides mainly on the Astral Plane.
Githyanki
Githyanki descend from an ancient people who were also the progenitors of githzerai. These tall, gaunt folk have
Monsters
Planescape: Adventures in the Multiverse
", "rollDamageType":"psychic"} psychic damage.
Psychic Bolt. Ranged Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"spell", "rollAction":"Psychic Bolt"} to hit, range 60 ft., one creature. Hit: 21 (4d8 + 3
the possible outcomes of battles, using those portents to tilt the balance in their favor.
Githzerai
Githzerai descend from an ancient people who were also the progenitors of the githyanki—all
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Bolt"} to hit, range 120 ft., one target. Hit: 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Telekinetic Bolt","rollDamageType":"force"} force damage.
Spellcasting (Psionics). The
battle. Their specialized capabilities make them well suited for assassination, raiding, and espionage.
Githyanki
Githyanki descend from an ancient people who were also the progenitors of
Magic Items
Waterdeep: Dungeon of the Mad Mage
10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following
Monsters
Planescape: Adventures in the Multiverse
":"Psychic Bolt"} to hit, range 60 ft., one creature. Hit: 17 (5d6);{"diceNotation":"5d6", "rollType":"damage", "rollAction":"Psychic Bolt", "rollDamageType":"psychic"} psychic damage.
Pacifying Touch
people. Capable martial artists, uniters are more inclined to disarm and subdue their opponents than destroy them.
Githzerai
Githzerai descend from an ancient people who were also the progenitors
Monsters
Spelljammer: Adventures in Space
","rollAction":"Telekinetic Bolt"} to hit, range 60 ft., one target. Hit: 20 (3d10 + 4);{"diceNotation":"3d10+4","rollType":"damage","rollAction":"Telekinetic Bolt","rollDamageType":"force"} force damage
laboratories on the Astral Plane.
Githyanki
Githyanki descend from an ancient people who were also the progenitors of githzerai. These tall, gaunt folk have potent psionic powers and dwell, for the most
Monsters
The Book of Many Things
Strike. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Radiant Strike"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 9 (1d12 + 3);{"diceNotation
much damage on a successful one.Living portents are embodiments of prophecy sent by deities or other cosmic forces. These Celestials descend to Material Plane worlds in the form of falling stars. When
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in
feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly
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
weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Monsters
The Book of Many Things
", "rollDamageType":"slashing"} slashing damage.
Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Longbow"} to hit, range 150/600
, like vrocks. They follow travelers from high in the air, and when a pretty bauble catches their eye, they descend rapidly to slay the travelers and take their victims’ treasures.Change Shape. The
Species
Mordenkainen Presents: Monsters of the Multiverse
were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes.
Minotaur horns range in size from about 1 foot long to easily three times that length. Minotaurs often
height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into a manes
whip.
66–70
The target’s entire eyes turn black, and it gains darkvision out to a range of 120 feet.
71–75
The target swells, tripling its weight.
76–80
The
Species
Mordenkainen Presents: Monsters of the Multiverse
winds.
Air genasi’s skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem like cracks
your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Species
Mordenkainen Presents: Monsters of the Multiverse
feeling of security wherever they go, for even if they visit a far, unknown country, they have a place to lay their heads.
Tortles exhibit the same range of coloration and patterns found among turtles
ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player&rsquo
Species
Mordenkainen Presents: Monsters of the Multiverse
range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red
or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Species
Mordenkainen Presents: Monsters of the Multiverse
a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed
that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} radiant damage.
Sacred Fire. Ranged Spell Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Sacred Fire"} to hit, range 120 ft., one target. Hit: 18 (3d8 + 5);{"diceNotation
lair, winds buoy creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
descend 20 feet to archers’ posts — small rooms lined with arrow slits. Standing guard in each of these rooms is a phantom warrior (see appendix D) with a spectral longbow that shoots arrows of force energy
. The two phantom warriors gain the following action options: Multiattack. The phantom warrior makes two attacks with its spectral longsword or spectral longbow.
Spectral Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8) force damage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reincarnate Level 5 Necromancy (Druid) Casting Time: 1 hour
Range: Touch
Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You touch a dead
Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reincarnate Level 5 Necromancy (Druid) Casting Time: 1 hour
Range: Touch
Components: V, S, M (rare oils worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You touch a dead
Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below 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
and bring them there. See “The Day’s Catch” for details. Roll a d20 and consult the Kuo-toa Keelboat Cargo table to determine what, if anything, the Kuo-toa are transporting in their keelboat. Kuo-toa
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the countless possibilities, some of the most popular reasons to come here are the following: Consult a sage. Morgrave University might not be the finest institute of learning in Khorvaire, but it’s
wide range of performance venues, from the Grand Stage to the many taverns of Lower Menthis. In addition to enjoying the entertainment, you could try to find work—either showcasing your artistic
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters in Blingdenstone Once per day while the characters are exploring the deep gnome settlement, roll a d20 and consult the Blingdenstone Encounters table to determine what, if anything
. Cave Badgers The svirfneblin use these beasts as part of their digging workforce. Cave badgers are giant badgers with AC 12 (natural armor), tremorsense out to a range of 60 feet, and a burrowing speed
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
altitude of 500 feet at 8 miles per hour (80 feet per round). During its turn, a creature in the control chamber who is attuned to the Labyrinth Funnel can cause the tower to ascend or descend 100 feet
creature can also cast call lightning at will (spell save DC 17), targeting any point the creature can see under the perpetual storm regardless of range. Summoned Aid. As an action, a creature in the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to feed. The vampire is the only wandering monster that the characters encounter in the Caves of Hunger, and they are likely to encounter it more than once as they descend deeper into the caves
sporadically. You can stage an encounter with Tekeli-li anywhere you like. If you’re not sure where it might be or how it should behave, roll a d6 and consult the Tekeli-li’s Location table. The table determines
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
find allies or meet an untimely end. Roll for random encounters as the characters explore this district. You can roll a d20 and consult the Encounters in the Braeryn table, or choose an encounter that
hungry and crawl out of buildings or descend from rooftops to attack the party. Infected Drow This drow has been infected with Zuggtmoy’s spores (see chapter 5) and will succumb to the infestation in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
General Features The following features are common throughout the Caves of Hunger: Ceilings. Most cavern ceilings are 30 feet high and made of smooth ice. Tunnel ceilings range from 10 to 15 feet
for a psychic haunting, in which case roll a d20 and consult the Psychic Haunting table to determine if the area contains a haunting. If one is present, its image or its effect can’t leave the cave
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Shifter John Thack Shifters—sometimes called “weretouched”—descend from people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t change shape fully, but
proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival. Darkvision. You have Darkvision with a range of 60 feet. Shifting. As a Bonus Action, you can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unless attacked by them. They are giant wasps, with these changes: The wasps are constructs with AC 16 (natural armor), 24 hit points each, and darkvision out to a range of 60 feet. They have immunity
effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
to affect a particular spell? You can use Twinned Spell on a spell that … targets only one creature doesn’t have a range of self is incapable of targeting more than one creature at the spell’s current
level If you know this rule yet are still unsure whether a particular spell qualifies for Twinned Spell, consult with your DM, who has the final say. If the two of you are curious about our design
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
the creature, but it has no range restriction. For a Wizard to cast a Ritual spell contained in their spellbook, do they need to read from the book or use it as part of the Ritual? Thanks to the Ritual
Ritual following the normal rules, they don’t need to consult their spellbook (unless they’re using it as a Spellcasting Focus for said spell).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
encounters instead of using the tables in chapter 2. Once every hour, roll a d20 and consult the table to determine what, if anything, the party encounters. Drow Defenses d20 Encounter 1–10 No
the end of chapter 8). Characters who can see out to a range of 120 or more and are moving at a normal pace spot the drow scouts with a successful DC 16 Wisdom (Perception) check. If the characters are
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
consult the Duthcloim Encounters table, or choose an encounter that you like. The party can avoid random encounters in Duthcloim by succeeding on a DC 13 Dexterity (Stealth) group check. Duthcloim
hit point. Disturbing the eggs attracts 1d4 giant spiders, which descend from nearby rooftops to defend the nest. Statue of Lolth The characters stumble upon a 9-foot-tall statue of Lolth depicted in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. They have a climbing speed of 30 feet. They have truesight out to a range of 120 feet. Roll for random encounters as the characters explore the Academy grounds. You can roll a d20 and consult the






