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Returning 35 results for 'causes which round'.
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Monsters
Guildmasters’ Guide to Ravnica
: expeditious retreat, fog cloud, misty step
Magic Resistance. The medusa has advantage on saving throws against spells and other magical effects.
Surprise Attack. During the first round of combat, the
cables, and its hands are scaly claws.
The gaze of a medusa's glowing eyes causes living tissue to petrify. The transformation is rapid, leaving the victim as a stone statue, usually frozen in a position
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage no more than once per round.
Smoke. The area within 2 miles of the lair, but no closer than 500 feet, is filled with smoke, which causes the area to be heavily obscured. The smoke can’t be
. Zariel prefers to create images of intruders’ loved ones being burned alive. Zariel doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each
Monsters
Vecna: Eve of Ruin
.
Rotten Fate. Vecna causes necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a DC 22 Constitution saving throw, taking 96 (8d8 + 60);{"diceNotation":"8d8
reactions per round but only one per turn.
Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and
Magic Items
Princes of the Apocalypse
. Reducing it to 0 hit points causes it to explode instantly.
A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols
effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10
Monsters
Princes of the Apocalypse
to 120 feet to an unoccupied space he can see. Anything Imix is wearing or carrying isn’t teleported with him.
Combustion (Costs 3 Actions). Imix causes one creature he can see within 30 feet of
initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn
Monsters
Mythic Odysseys of Theros
attack with her claws.
Swarm (Costs 2 Actions). Arasta causes two Swarm of Insects (Spiders) ;swarms of spiders (see the Monster Manual) to appear in unoccupied spaces within 5 feet of her.
Toxic Web
the webs can be anchored between two solid masses (such as walls or trees). The webs are flammable. Any webs exposed to fire burn away in 1 round. Any destroyed webs are magically repaired at the
Monsters
Fizban's Treasury of Dragons
-and-gray hide is smooth like a salamander’s, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are
.
Mossy Sludge. The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round
Monsters
Fizban's Treasury of Dragons
-gray hide is smooth like a salamander’s, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are
conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round.
Toxic Spores. The
Magic Items
The Wild Beyond the Witchlight
—eight of each animal. In either form, the cauldron is roughly 3 feet in diameter and has a 2-foot-wide mouth, a round lid with a molded handle at the top, and eight clawed feet for stability. The
shatters the cauldron into eight pieces of roughly equal size, whereupon all ongoing effects created by the cauldron end as it loses its magic.
The destruction of Iggwilv’s Cauldron causes all hags
Gunpowder, Powder Horn
Legacy
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Equipment
halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Gunpowder, Keg
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
take this damage no more than once per round.
The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can&rsquo
create images of intruders’ loved ones being burned alive. Zariel doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Rogue Can a Rogue use Sneak Attack more than once per round? The Sneak Attack description specifies that you can use the feature once per turn, but it’s not limited to your turn. The feature also
doesn’t limit the number of times you can use it in a round. You sometimes get a chance to use Sneak Attack on someone else’s turn. The most common way for this to happen is when an enemy provokes an
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Rogue Can a Rogue use Sneak Attack more than once per round? The Sneak Attack description specifies that you can use the feature once per turn, but it’s not limited to your turn. The feature also
doesn’t limit the number of times you can use it in a round. You sometimes get a chance to use Sneak Attack on someone else’s turn. The most common way for this to happen is when an enemy provokes an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
radiating from the statue’s clenched fists. The statue weighs 15,000 pounds and is impervious to damage and spells. Casting a knock spell on the statue causes one of its fists to unclench for 1 round
creature that falls from a platform to the pit floor takes 21 (6d6) bludgeoning damage. Casting dispel magic on a platform causes it to fall. Wailing Winds If the lever on the west balcony is pulled, the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
radiating from the statue’s clenched fists. The statue weighs 15,000 pounds and is impervious to damage and spells. Casting a knock spell on the statue causes one of its fists to unclench for 1 round
creature that falls from a platform to the pit floor takes 21 (6d6) bludgeoning damage. Casting dispel magic on a platform causes it to fall. Wailing Winds If the lever on the west balcony is pulled, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Dynamite As an action, a creature can light a stick of
damage on a successful one. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
captive in death. Their sorrow causes them to fear the characters are allies of the invaders who murdered them. Before the haints can say much, or after 1 round of combat, a wraith that looks like a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Dynamite As an action, a creature can light a stick of
damage on a successful one. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
captive in death. Their sorrow causes them to fear the characters are allies of the invaders who murdered them. Before the haints can say much, or after 1 round of combat, a wraith that looks like a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
causes the secret door in the south wall to slide shut and lock. No keyhole or visible opening mechanism can be found on the secret door. The secret door remains sealed until the characters escape from
indefinitely until extinguished. If taken from the area, it burns down normally. Flood Trap. The water fills the cell at a rate of 1 foot per round, taking 10 rounds to fill the room. If the candle is left
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
causes the secret door in the south wall to slide shut and lock. No keyhole or visible opening mechanism can be found on the secret door. The secret door remains sealed until the characters escape from
indefinitely until extinguished. If taken from the area, it burns down normally. Flood Trap. The water fills the cell at a rate of 1 foot per round, taking 10 rounds to fill the room. If the candle is left
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
competitor to reach the clifftop wins the contest. A competitor who stops touching one of the ropes at any point is disqualified. At the start of the contest’s second round, wrestlers atop the cliff dribble
succeed on a DC 15 Strength (Athletics) check to climb an oily rope. Failing this check by 5 or more causes the creature to fall. Prize. If a character wins the contest of fire giant’s spirit, Diasma
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
competitor to reach the clifftop wins the contest. A competitor who stops touching one of the ropes at any point is disqualified. At the start of the contest’s second round, wrestlers atop the cliff dribble
succeed on a DC 15 Strength (Athletics) check to climb an oily rope. Failing this check by 5 or more causes the creature to fall. Prize. If a character wins the contest of fire giant’s spirit, Diasma
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
in 6 rounds, and each round thereafter it will rise higher and encompass one more step. If unchecked, the flow of blood will fill the foyer to the ceiling in 20 rounds. Fire of any sort, magical or
halts the flow for 3 rounds. Create or destroy water turns the blood to water. Disintegrate destroys all the blood. Levitate coagulates the blood and causes it to rise up as a Huge red ochre jelly
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
duplicate moves backward, the duplicate moves toward the font. If the character then mimes drinking from the font, the duplicate slurps up the “soup” at a rate of 5 pints per round, draining the font in 8
rounds. Once the font is drained of illusory soup, a treasure appears in the font that wasn’t there before (see “Treasure” below). Casting dispel magic on the font causes the illusory soup to vanish
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
diameter, can’t be removed while the talons clutch it. The pedestal is trapped. Touching the silver orb causes the talons to snap closed. A creature that tries to take the orb takes 11 (2d10) slashing
plate with a successful DC 13 Dexterity check using thieves’ tools, which causes the talons to open. A Medium or Small creature grappled by the talons can’t reach this pressure plate. Undamaged, the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
in 6 rounds, and each round thereafter it will rise higher and encompass one more step. If unchecked, the flow of blood will fill the foyer to the ceiling in 20 rounds. Fire of any sort, magical or
halts the flow for 3 rounds. Create or destroy water turns the blood to water. Disintegrate destroys all the blood. Levitate coagulates the blood and causes it to rise up as a Huge red ochre jelly
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
duplicate moves backward, the duplicate moves toward the font. If the character then mimes drinking from the font, the duplicate slurps up the “soup” at a rate of 5 pints per round, draining the font in 8
rounds. Once the font is drained of illusory soup, a treasure appears in the font that wasn’t there before (see “Treasure” below). Casting dispel magic on the font causes the illusory soup to vanish
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
direction the pilot desires. Pressing the “Land” button causes the landing gear to extend and the saucer to sink at a rate of 10 feet per round until it lands on a surface that can bear its 2-ton weight
machinery. Pressing the “Hover” button causes the landing gear to retract and the saucer to levitate 10 feet in the air. When the saucer is airborne, the joystick can be used to fly the saucer in any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
direction the pilot desires. Pressing the “Land” button causes the landing gear to extend and the saucer to sink at a rate of 10 feet per round until it lands on a surface that can bear its 2-ton weight
machinery. Pressing the “Hover” button causes the landing gear to retract and the saucer to levitate 10 feet in the air. When the saucer is airborne, the joystick can be used to fly the saucer in any
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
diameter, can’t be removed while the talons clutch it. The pedestal is trapped. Touching the silver orb causes the talons to snap closed. A creature that tries to take the orb takes 11 (2d10) slashing
plate with a successful DC 13 Dexterity check using thieves’ tools, which causes the talons to open. A Medium or Small creature grappled by the talons can’t reach this pressure plate. Undamaged, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
height of 1d6 + 4 feet and emits bright light in a 15-foot radius and dim light for an additional 15 feet. A nightlight that is uprooted or destroyed goes dark after 1 round. If a living nightlight is
or pigment. Timmask Also known as “the devil’s mushroom,” a timmask is a two-foot-tall toadstool with orange and red stripes across its beige cap. Uprooting or destroying a timmask causes it to expel
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
height of 1d6 + 4 feet and emits bright light in a 15-foot radius and dim light for an additional 15 feet. A nightlight that is uprooted or destroyed goes dark after 1 round. If a living nightlight is
or pigment. Timmask Also known as “the devil’s mushroom,” a timmask is a two-foot-tall toadstool with orange and red stripes across its beige cap. Uprooting or destroying a timmask causes it to expel
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Oozing Temple A tremor causes a cave-in and traps the adventurers in a maze of tunnels with no obvious way out. With a dwindling air supply and water rising in the tunnels, the characters are
.
A lit torch or its equivalent uses up air as a character does. Briefer but hotter magical effects consume 1 hour of air per die of fire damage per round. For example, a fireball spell that deals 8d6