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Returning 35 results for 'caste rolling goat to have requires'.
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Magic Items
Dungeon Master’s Guide
, it can’t be used again until 7 days have passed.
Figurine of Wondrous Power (Ivory Goats);Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat
looks unique and functions differently from the others. Their properties are as follows:
Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can’t attack, but you can
Magic Items
Dungeon Master’s Guide
the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the
Owl
3
Mastiff
4
Goat
5
Giant Goat
6
Giant Boar
7
Lion
8
Brown Bear
Tan Bag of Tricks
1d8
Creature
1
Jackal
2
Ape
3
Baboon
4
Axe Beak
5
Black Bear
6
Giant Weasel
7
Giant Hyena
8
Tiger
Magic Items
Dungeon Master’s Guide
picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block).
The titan is Hostile toward all other creatures and
Animal Lord
16-30
Blob of Annihilation
31-45
Colossus
46-60
Elemental Cataclysm
61-75
Empyrean (Celestial);Empyrean
76-90
Kraken (a kraken requires
Magic Items
Dungeon Master’s Guide
This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time
cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.
1d100
Outer
Monsters
Icewind Dale: Rime of the Frostmaiden
): arcane eye, blightVampiric Touch (3rd-Level Spell; Requires a Spell Slot). Melee Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Vampiric Touch"} to hit, reach 5 ft., one
of a beast.
Spellbook. Vellynne’s spellbook has black leather covers around pages of ragged parchment, all wrapped in a crimson sash. The necromancer’s personal sigil is written in goat
Magic Items
Waterdeep: Dungeon of the Mad Mage
click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical 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 the dodecahedron require no components. Roll a d12 and consult the following
Figurine of Wondrous Power
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding
be used again until 7 days have passed.
Figurine of Wondrous Power (Ivory Goats);Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and
Bag of Tricks
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the
Creature
1
Rat
2
Owl
3
Mastiff
4
Goat
5
Giant goat
6
Giant boar
7
Lion
8
Brown bear
Tan Bag of Tricks
d8
Creature
1
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands.
Humans Transformed
The
caste system based on how complete a person’s transformation was. The vast majority of yuan-ti fall into three categories — abominations, malisons, and purebloods — while the mutated
races
Mordenkainen Presents: Monsters of the Multiverse
Originating in the Feywild—a realm of pure emotion— satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic
, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color
Creature 1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk Rust Bag of Tricks 1d8 Creature 1 Rat 2 Owl 3 Mastiff 4 Goat 5 Giant Goat 6 Giant Boar 7 Lion 8 Brown
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and
4 Goat 5 Giant goat 6 Giant boar 7 Lion 8 Brown bear Tan Bag of Tricks d8 Creature 1 Jackal 2 Ape 3 Baboon 4 Axe beak 5 Black bear 6 Giant weasel 7 Giant hyena 8 Tiger
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and
Goat 5 Giant goat 6 Giant boar 7 Lion 8 Brown bear Tan Bag of Tricks d8 Creature 1 Jackal 2 Ape 3 Baboon 4 Axe beak 5 Black bear 6 Giant weasel 7 Giant hyena 8 Tiger
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Senses Darkvision 60 ft.; Passive Perception 10
Languages None
CR 0 (XP 0; PB +2)
Ivory Goats (Rare) These ivory statuettes of goats are always created in sets of three. Each goat looks
unique and functions differently from the others. Their properties are as follows:
Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can’t attack, but you can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, and the other becomes a longsword, +2. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30
created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: The goat of traveling can become a Large goat with the same statistics as a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color
Creature 1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk Rust Bag of Tricks 1d8 Creature 1 Rat 2 Owl 3 Mastiff 4 Goat 5 Giant Goat 6 Giant Boar 7 Lion 8 Brown
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a lance, +1, and the other becomes a longsword, +2. Removing a horn requires an action, and the weapons
used again until 7 days have passed. Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile
+2)
Ivory Goats (Rare) These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Armor of Resistance Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement) You have Resistance to one type of damage while you wear this armor. The DM chooses the type or determines it
randomly by rolling on the following table. 1d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
high. Dim Light Eerie green light emanates from goat skulls embedded in the temple’s walls. These skulls cast Dim Light throughout the temple. Doors and Secret Doors Temple doors are unlocked and made
marked on Map: Temple of Orcus is Difficult Terrain. Skeletal Remains The skeletal remains of the original cultists are marked on Map: Temple of Orcus. Searching a cultist’s remains requires a Search
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Amulet of the Planes Wondrous Item, Very Rare (Requires Attunement) While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence
determined by rolling 1d100 and consulting the following table. 1d100 Destination 01–60 Random location on the plane you named 61–70 Random location on an Inner Plane determined by rolling 1d6: on a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Saving Throw A saving throw—also called a save—represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail
the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also chapter 1 (“D20 Tests”).
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Armor of Gleaming Armor (Any Light, Medium, or Heavy), Common This armor never gets dirty. Armor of Invulnerability Armor (Plate Armor), Legendary (Requires Attunement)
You have Resistance to
until you are no longer wearing the armor. Once this property is used, it can’t be used again until the next dawn.
Armor of Resistance Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
colorful homes and varied goat and sea-serpent carvings, the village of Grakenok would look cozy were it not being attacked by a behemoth whirlwyrm. Over thirty feet long, the giant eel towers over the
every round. Instead of rolling damage, Sytri and Tol both deal 10 damage to the whirlwyrm on each of their turns. For every round by which a rival hero beats the characters to Grakenok (if any
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Saving Throw A saving throw—also called a save—represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail
the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also “Playing the Game” (“D20 Tests”).
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
boulder out of the way requires a successful DC 11 Strength (Athletics) check. The sound of the rolling boulder is loud enough to be heard by the creatures in area 9. The cave has an 8-foot-high
bloodstained leather case containing a complete set of thieves’ tools (worth 25 gp) A holy symbol of Silvanus carved from wood and inlaid with gold (worth 25 gp) One magic item, determined randomly by rolling on Magic Item Table A in chapter 7 of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
players say otherwise, assume that the characters explore at a cautious rate of 200 feet every 5 minutes. Searching an unnumbered location takes 30 minutes and requires a check for random encounters
(determined by rolling a d20 and consulting the Ythryn Lore table below)
Once a haven for wizards, Ythryn is now a tomb filled with ancient secrets
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
can see within 1 mile of yourself. The DM picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block). The titan is Hostile
. 1d100 Titan 01–15 Animal Lord 16–30 Blob of Annihilation 31–45 Colossus 46–60 Elemental Cataclysm 61–75 Empyrean 76–90 Kraken (a kraken requires a body of water large enough to contain it, or the summoning fails and the scroll is wasted) 91–00 Tarrasque
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Candle of Invocation Wondrous Item, Very Rare (Requires Attunement) This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is
rolling on the following table. 1d100 Outer Plane 01–05 Abyss 06–10 Acheron 11–17 Arborea 18–25 Arcadia 26–33 Beastlands 34–41 Bytopia 42–46 Carceri 47–54 Elysium 55–59 Gehenna 60–64 Hades 65–69 Limbo 70–77 Mechanus 78–85 Mount Celestia 86–90 Nine Hells 91–95 Pandemonium 96–00 Ysgard
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Candle of Invocation Wondrous Item, Very Rare (Requires Attunement) This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is
rolling on the following table. 1d100 Outer Plane 01–05 Abyss 06–10 Acheron 11–17 Arborea 18–25 Arcadia 26–33 Beastlands 34–41 Bytopia 42–46 Carceri 47–54 Elysium 55–59 Gehenna 60–64 Hades 65–69 Limbo 70–77 Mechanus 78–85 Mount Celestia 86–90 Nine Hells 91–95 Pandemonium 96–00 Ysgard
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
creature falls 30 feet, it plummets out of the chute, taking falling damage accordingly and rolling in a random direction (roll a d4) after landing prone in area 45. The spider pursues prey into the
chute, but is unlikely to emerge to fight in an open area. Upper End. The top of this passage is covered with a pewter basin, which requires a successful DC 10 Strength (Athletics) check to move.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the way of a rolling cart requires a successful DC 10 Dexterity saving throw, and any creature struck by a cart takes 10 (3d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Interrupting the Rest. A Long Rest is stopped by the following interruptions: Rolling Initiative Casting a spell other than a cantrip Taking any damage 1 hour of walking or other physical exertion If you
rested at least 1 hour before the interruption, you gain the benefits of a Short Rest. See also “Short Rest.” You can resume a Long Rest immediately after an interruption. If you do so, the rest requires 1 additional hour per interruption to finish.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Necklace of Prayer Beads Wondrous Item, Rare (Requires Attunement by a Cleric, Druid, or Paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many
exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
quickly coalesced into a caste system based on how complete a person’s transformation was. The vast majority of yuan-ti fall into three categories — abominations, malisons, and purebloods — while the
transformation. Every use of the ritual must be modified to suit the individual undergoing transformation, and requires rare herbs, exotic magical substances, snakes, and one or more humans to be sacrificed and eaten as part of the procedure.