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Returning 35 results for 'can of directs'.
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Magic Items
Dungeon Master’s Guide (2024)
it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table or determine it randomly.
1d100
directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31–40
A
Monsters
Bigby Presents: Glory of the Giants
, attacking their allies.Cold, Fire, LightningDiscordant Screams. The echo directs its frenzied howls at one creature it can see within 60 feet of itself. The target must succeed on a DC 13 Wisdom saving
choice that the echo can see.
Psychic Torment. The target takes 13 (2d12);{"diceNotation":"2d12", "rollType":"damage", "rollAction":"Psychic Torment", "rollDamageType":"psychic"} psychic damage.
Magic Items
Quests from the Infinite Staircase
when you hit a creature with this weapon, you can expend 1 of its charges to attempt to render the target powerless. The target must succeed on a DC 17 Constitution saving throw or have the paralyzed
condition until the start of your next turn. Celestials have disadvantage on the save.
Faith Hunter. While holding the sword, you can use an action to expend 1 or more of its charges to cast one of the
Graz'zt
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Shapechanger. Graz’zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form
. Any equipment he is wearing or carrying isn’t transformed.
Innate Spellcasting. Graz’zt’s spellcasting ability is Charisma (spell save DC 23). He can innately cast the following
Monsters
The Book of Many Things
Legendary Resistance (3/Day). If Hulgaz fails a saving throw, she can choose to succeed instead.
Magic Resistance. Hulgaz has advantage on saving throws against spells and other magical
its turns and has disadvantage on Wisdom saving throws. A target can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting
Monsters
Storm King's Thunder
, the target is incapacitated, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can’t be targeted by any attack, spell, or other effect, and it
), are ogre-sized bipeds with curved horns and dour expressions. Their hulking bodies are coated with thick fur and hair, and many outsiders can’t tell the males and females apart.
Servants of the
Monsters
Storm King's Thunder
, the target is incapacitated, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can’t be targeted by any attack, spell, or other effect, and it
” in their language), are ogre-sized bipeds with curved horns and dour expressions. Their hulking bodies are coated with thick fur and hair, and many outsiders can’t tell the males and females
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
turn.
Attack. Zuggtmoy makes one pseudopod attack.
Exert Will. One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon
Innate Spellcasting. Zuggtmoy’s spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:
At will: detect magic, locate
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. One creature charmed by Zuggtmoy that she can see must use its reaction, if available, to move up to its speed as she directs or to make one weapon attack against a target that she designates.The Demon
Legendary Resistance (3/Day). If Zuggtmoy fails a saving throw, she can choose to succeed instead.
Magic Resistance. Zuggtmoy has advantage on saving throws against spells and other magical
Monsters
Locathah Rising
), and doesn’t require Gar to maintain concentration. Gar Shatterkeel and any creatures he designates are immune to this effect.
Up to five corpses that Gar can see within 60 feet rise up as drowned blade;drowned blades and attack anyone Gar directs them to on his turn.
Cold
Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 13th-level spellcaster. His
Bag of Beans
Legacy
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Magic Items
Basic Rules (2014)
from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.
d100
Effect
01
5d4 toadstools sprout. If a
you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
neck he wears a hag eye pendant given to him by the sea hags of the Sargauth River (see area 10c on level 3). The hags pay him to wear it so they can spy on folk passing through Skullport. If the characters need oil for their lanterns, Anderian directs them to the Overflowing Urn (area 33).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
neck he wears a hag eye pendant given to him by the sea hags of the Sargauth River (see area 10c on level 3). The hags pay him to wear it so they can spy on folk passing through Skullport. If the characters need oil for their lanterns, Anderian directs them to the Overflowing Urn (area 33).
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
outlaw in the village of Milpazul, the characters learn the source of the curse is a tlacatecolo—a shape-shifting fiend. Fearing for the folk under her protection, the outlaw directs the characters
they learn the tlacatecolo is controlling a troubled young man named Serapio. Amid the celebration known as the Night of the Remembered, the characters must find Serapio, confront the evil within him, and destroy it if they can.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
workers, but he warns they’ll be searched on the way in. His two trustworthy guards can hide the characters’ gear in a chest near the workers’ quarters. If the characters agree to this, Tavio concocts
an excuse to visit Aminta at the tomb. He and his guards leave the party’s equipment in area X9. Tavio directs the characters to a spot near the citadel where workers wait to be escorted to the tomb
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
outlaw in the village of Milpazul, the characters learn the source of the curse is a tlacatecolo—a shape-shifting fiend. Fearing for the folk under her protection, the outlaw directs the characters
they learn the tlacatecolo is controlling a troubled young man named Serapio. Amid the celebration known as the Night of the Remembered, the characters must find Serapio, confront the evil within him, and destroy it if they can.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
action, the captain, first mate, or bosun directs the crew’s firing, aiding in aiming one of the ship’s weapons. Select one of the ship’s weapons that is within 10 feet of the officer. It gains advantage
on the next attack roll it makes before the end of the ship’s next turn. Full Speed Ahead As an action while on deck, the captain, first mate, or bosun can exhort the crew to work harder and drive the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
tells you so; otherwise, you can find the stat block in the Monster Manual. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide unless the adventure’s text directs you to an item’s description elsewhere.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
most of the creatures encountered in this adventure. The rest can be found in appendix B. Spells and equipment mentioned in the adventure are described in the Player’s Handbook unless the text points
you to appendix A. Magic items are described in the Dungeon Master’s Guide unless the text directs you to an item’s description in appendix A.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
action, the captain, first mate, or bosun directs the crew’s firing, aiding in aiming one of the ship’s weapons. Select one of the ship’s weapons that is within 10 feet of the officer. It gains advantage
on the next attack roll it makes before the end of the ship’s next turn. Full Speed Ahead As an action while on deck, the captain, first mate, or bosun can exhort the crew to work harder and drive the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
most of the creatures encountered in this adventure. The rest can be found in appendix B. Spells and equipment mentioned in the adventure are described in the Player’s Handbook unless the text points
you to appendix A. Magic items are described in the Dungeon Master’s Guide unless the text directs you to an item’s description in appendix A.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
workers, but he warns they’ll be searched on the way in. His two trustworthy guards can hide the characters’ gear in a chest near the workers’ quarters. If the characters agree to this, Tavio concocts
an excuse to visit Aminta at the tomb. He and his guards leave the party’s equipment in area X9. Tavio directs the characters to a spot near the citadel where workers wait to be escorted to the tomb
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
tells you so; otherwise, you can find the stat block in the Monster Manual. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide unless the adventure’s text directs you to an item’s description elsewhere.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the east side of the house leads to area 10. Characters who succeed on a DC 12 Strength (Athletics) check can climb the porch’s supports to area 19 above. Crawl Space. Destroying part of the porch
, but Small or smaller creatures can enter unimpeded. Those who wriggle into the crawl space upset a swarm of unnaturally aggressive earwigs (use the swarm of maggots stat block in chapter 5). Treasure
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, you better get this creature’s stat block ready. You’re going to need it.” Usually, you can find the stat block in the Monster Manual; if the stat block is in Morte’s Planar Parade, the adventure’s
text tells you so. Spells and equipment mentioned in the adventure are described in the Player’s Handbook, while magic items are described in the Dungeon Master’s Guide, unless the adventure’s text directs you to Sigil and the Outlands.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
scroll. She looks up at you through horn-rimmed glasses. “Can I help you?”
Lavender Shasphene is a studious and impatient pixie merchant who sells Spell Scrolls from this little table. She has five
. Each of Lavender’s scrolls is no bigger than a human thumb. Thanks to her minuscule handwriting, characters will need a magnifying glass to read one. They can purchase a magnifying glass from the Antique
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
scroll. She looks up at you through horn-rimmed glasses. “Can I help you?”
Lavender Shasphene is a studious and impatient pixie merchant who sells Spell Scrolls from this little table. She has five
. Each of Lavender’s scrolls is no bigger than a human thumb. Thanks to her minuscule handwriting, characters will need a magnifying glass to read one. They can purchase a magnifying glass from the Antique
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
appears in bold type, that’s a visual cue pointing you to its stat block as a way of saying, “Hey, DM, you better get this creature’s stat block ready. You’re going to need it.” Usually, you can find
Handbook, while magic items are described in the Dungeon Master’s Guide, unless the adventure’s text directs you to the Astral Adventurer’s Guide. The Astral Adventurer’s Guide describes the many types
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
directs them to report to a ship called the Jolly Pelican the following dawn. The ship regularly delivers a fresh rotation of prison staff to Revel’s End and returns the relieved shift to the Sword Coast
. The journey to Revel’s End by sea is 350 miles, which a sailing ship can cover in three days under normal conditions. Twenty-five guards and six cooks are bound for the prison, including any
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
and NPCs. For easy reference, all the stat blocks for the creatures in the adventure can be found in appendix B. When a creature’s name appears in bold type, that’s a visual cue pointing you to its stat
block in that appendix. Full information on creatures from the Monster Manual, Volo’s Guide to Monsters, and Mordenkainen’s Tome of Foes can be found in those books. Spells and equipment mentioned in
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
appears in bold type, that’s a visual cue pointing you to its stat block as a way of saying, “Hey, DM, you better get this creature’s stat block ready. You’re going to need it.” Usually, you can find
Handbook, while magic items are described in the Dungeon Master’s Guide, unless the adventure’s text directs you to the Astral Adventurer’s Guide. The Astral Adventurer’s Guide describes the many types
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
directs them to report to a ship called the Jolly Pelican the following dawn. The ship regularly delivers a fresh rotation of prison staff to Revel’s End and returns the relieved shift to the Sword Coast
. The journey to Revel’s End by sea is 350 miles, which a sailing ship can cover in three days under normal conditions. Twenty-five guards and six cooks are bound for the prison, including any
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
directs them to report to a ship called the Jolly Pelican the following dawn. The ship regularly delivers a fresh rotation of prison staff to Revel’s End and returns the relieved shift to the Sword Coast
. The journey to Revel’s End by sea is 350 miles, which a sailing ship can cover in three days under normal conditions. Twenty-five guards and six cooks are bound for the prison, including any
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the east side of the house leads to area 10. Characters who succeed on a DC 12 Strength (Athletics) check can climb the porch’s supports to area 19 above. Crawl Space. Destroying part of the porch
, but Small or smaller creatures can enter unimpeded. Those who wriggle into the crawl space upset a swarm of unnaturally aggressive earwigs (use the swarm of maggots stat block in chapter 5). Treasure
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
directs them to report to a ship called the Jolly Pelican the following dawn. The ship regularly delivers a fresh rotation of prison staff to Revel’s End and returns the relieved shift to the Sword Coast
. The journey to Revel’s End by sea is 350 miles, which a sailing ship can cover in three days under normal conditions. Twenty-five guards and six cooks are bound for the prison, including any