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Returning 35 results for 'bottom both direction continues rolls'.
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Monsters
Monster Manual
. Failure: The target can’t take Reactions until the start of the umber hulk’s next turn, and the target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Confusing Gaze"} to
determine what it does on its next turn:
1–4. The target does nothing.5–6. The target takes no action or Bonus Action and uses all its movement to move in a random direction.7–8. The
Monsters
Monster Manual
condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll
random direction. 7–8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.Bite. Melee Attack Roll: +2
Spells
Player’s Handbook
until all its effects are dispelled.
Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction
, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if
Magic Items
Dungeon Master’s Guide
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that
on a hit.
Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage
Spells
Player’s Handbook
.
The creature has Disadvantage on attack rolls against targets within the Cylinder.
Targets within the Cylinder can’t be possession;possessed by or gain the Charmed or Frightened condition
from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting
Spells
Player’s Handbook
directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely
Monsters
Monster Manual
damage only. 6: Telekinetic Ray. Strength Saving Throw: DC 16 (the target succeeds automatically if it is Gargantuan). Failure: The beholder moves the target up to 30 feet in any direction. The target has
and rolls a 1 has the Prone condition.
If the beholder dies or moves its lair elsewhere, these effects end immediately.Antimagic Cone. The beholder’s central eye emits an antimagic wave in a
Spells
Player’s Handbook
you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it
destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.
On Target. You and your group (or the target object) appear where you intended.
magic-items
These beat up and well worn weapons smell as if they’ve spent a week at the bottom of a forgotten cask in a busy tavern.
You gain a +1 bonus to attack rolls and damage rolls made with this
magic-items
These beat up and well worn weapons smell as if they’ve spent a week at the bottom of a forgotten cask in a busy tavern.
You gain a +1 bonus to attack rolls and damage rolls made with this
Poltergeist
Legacy
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Monsters
Monster Manual (2014)
":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the poltergeist has disadvantage on attack rolls, as well as on
, the poltergeist makes a Charisma check contested by the target’s Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including
Spells
Elemental Evil Player's Companion
the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that
enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved
Flesh Golem
Legacy
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Monsters
Basic Rules (2014)
. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking
takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the
magic-items
These beat up and well worn weapons smell as if they’ve spent a week at the bottom of a forgotten cask in a busy tavern.
You gain a +1 bonus to attack rolls and damage rolls made with these
magic-items
These beat up and well worn weapons smell as if they’ve spent a week at the bottom of a forgotten cask in a busy tavern.
You gain a +1 bonus to attack rolls and damage rolls made with these
Backgrounds
Spelljammer: Adventures in Space
to adapt to zero gravity. Being weightless doesn’t give you disadvantage on any of your melee attack rolls (see “Weightlessness” below).
WEIGHTLESSNESS
In any location where
, flying, or swimming speed in a straight line. The creature continues along this course, moving in a straight line at its speed on each of its turns until something stops it or changes its trajectory.
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Headless. It is blinded and deafened, giving it disadvantage on all its attack rolls, and it can't use its Poison Breath.Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack
. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently — or
Umber Hulk
Legacy
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Monsters
Monster Manual (2014)
throw, unless the umber hulk is incapacitated.
On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8;{"diceNotation":"1d8","rollType":"roll
random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.
Unless surprise;surprised, a creature can avert its eyes
Monsters
Tomb of Annihilation
. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking
takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the
Monsters
Tales from the Yawning Portal
. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking
takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All
illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are
Gibbering Mouther
Legacy
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Monsters
Basic Rules (2014)
within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a
determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.Multiattack. The gibbering
Monsters
The Book of Many Things
Pack Tactics. The hound has advantage on attack rolls against a creature if at least one of the hound’s allies is within 5 feet of the target and the ally doesn’t have the incapacitated
condition.
Supernatural Tracker. The hound knows the distance to and direction of any creature that has come within 30 feet of it, even if that creature is on a different plane of existence. If the
Monsters
Vecna: Eve of Ruin
All-Around Vision. The vlazok can’t be surprise;surprised.
Blood Frenzy. The vlazok has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Magic
positioned all around their hideous heads. They easily lose interest in their tasks unless powerful commanders, such as demon lords, keep them in line. Without careful direction, vlazoks become unhinged
Mindwitness
Legacy
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Monsters
Volo's Guide to Monsters
:
1. Aversion Ray. The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at
. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray’s telekinetic grip until the start of the mindwitness’s next turn or until the
Gazer
Legacy
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Monsters
Volo's Guide to Monsters
gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving
feet directly away from the gazer.
If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
Gazer Familiar
Legacy
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Monsters
Volo's Guide to Monsters
of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
2. Fear Ray. The targeted creature must succeed on a DC 12
up to 30 feet directly away from the gazer.
If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer
Magic Circle
Legacy
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Spells
Basic Rules (2014)
.
The creature has disadvantage on attack rolls against targets within the cylinder.
Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
When you cast this
spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher
Duergar Mind Master
Legacy
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Monsters
Mordenkainen’s Tome of Foes
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two melee attacks. It can replace one of those attacks with a use of
direction of the duergar's choice. Creatures that can't be charmed are immune to this effect.
Reduce (Recharges after a Short or Long Rest). For 1 minute, the duergar magically decreases in size, along
Feats
Bigby Presents: Glory of the Giants
maximum of 20.
Maelstrom Aura. As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 feet from you in every direction but not through total cover. The aura
lasts until the start of your next turn or until you are incapacitated. While the aura is active, you have resistance to lightning and thunder damage. In addition, attack rolls against you have
Magic Items
Storm King's Thunder
unknown for the longest time until a storm giant queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but
their materials and properties vary.
The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf’s forearm, with a small platinum knob at the bottom and a rounded disk adorned
Rod of Lordly Might
Legacy
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Magic Items
Basic Rules (2014)
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set
battleaxe that grants a +3 bonus to attack and damage rolls made with it.
If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle
Monsters
The Book of Many Things
the first Deck of Many Things. She doesn’t know why this is but surmises her life is tied to that deck; so long as it continues to exist, so will she. She has no way to prove this hypothesis
spectral shield lasts until the start of Asteria’s next turn. While the shield is orbiting the creature, the creature has half cover, is immune to the frightened condition, and makes weapon attack rolls with advantage.
Control Water
Legacy
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Spells
Basic Rules (2014)
beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool
in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves
Magic Items
Mythic Odysseys of Theros
rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target, the bullet loses its magic.
Magic Sling Bullets
d4
bullet is marked with a glowing rune where the bullet hit. The mark lasts 24 hours. While the creature is marked, you always know the direction to it.






