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Returning 35 results for 'causing rolling guardian to have required'.
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calling rolling guardians to have require
calling roiling guardian to have requires
calling rallying guardian to have requires
calling roving guardian to have requires
calling rolling guardian to have require
Monsters
Monster Manual
the guardian. Response: The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian’s next turn.Poison
Bound. The guardian is magically bound to an amulet. While the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to
Magic Items
Dungeon Master’s Guide
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on
Blessing
Bless
7–12
Bead of Curing
Cure Wounds (level 2 version)
13–16
Bead of Favor
Greater Restoration
17–18
Bead of Smiting
Shining Smite
19
Bead of Summons
Guardian of Faith
20
Bead of Wind Walking
Wind Walk
Magic Items
Dungeon Master’s Guide
As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your
control and shares your Initiative count, taking its turn immediately after yours.
On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don
Magic Items
Dungeon Master’s Guide
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
–48
Guardian Naga
49–51
Hill Giant
52–54
Hobgoblin Warrior
55–57
Incubus
58–60
Iron Golem
61–63
Knight
64–66
Kobold
Magic Items
Dungeon Master’s Guide
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it
(coiled)
Sack
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table.
1d100
Patch
01–08
Bag of
Magic Items
Dungeon Master’s Guide
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor
Magic Items
Dungeon Master’s Guide
effect at the start of your turn. The spell lasts for 1 minute (no Concentration required) or until Blackrazor decides to end it, which it can do at the end of any of your turns.
Sentience
Blackrazor. Blackrazor can be destroyed by crushing it in the great gears of Mechanus. Primus, the creator of the modrons, also knows a series of musical tones that Blackrazor can’t stand to hear, causing the sword to shatter.
Magic Items
Bigby Presents: Glory of the Giants
. When you target a creature with an attack using this weapon, you can invoke the sword’s rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You
then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20.
If this attack hits, you can also spend and roll
Monsters
Planescape: Adventures in the Multiverse
(no action required).Multiattack. The dabus makes two Flying Brick attacks.
Flying Brick. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Flying Brick"} to hit
but also to combat individuals who disrupt the city’s operations or violate the Lady’s edicts, hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping
Backgrounds
The Wild Beyond the Witchlight
instrument
Languages: One of your choice
Equipment: A disguise kit or a musical instrument of your choice, a deck of cards, a carnival uniform or costume, one trinket (determined by rolling on the
of light (no stat block required) that has a flying speed of 30 feet, can hover, and sheds bright light in a 5-foot radius and dim light for an additional 5 feet
Monsters
Strixhaven: A Curriculum of Chaos
Translation (2/Day). When the professor is hit by an attack roll, it can increase its AC by 3 against that attack, potentially causing it to miss. The professor can then teleport, along with any equipment
professor magically alters its physical form until it uses this bonus action again, until it is incapacitated or dies, or until it dismisses the effect (no action required). Choose one of the following
Monsters
The Book of Many Things
Guardian Aura. Whenever a creature of Asteria’s choice within 30 feet of her makes a saving throw, Asteria can give the creature advantage on the saving throw (no action required). This trait
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).Tentacles. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit
are then planted in the ulitharid’s corpse, causing it to dissolve into ichor. This psionically potent slime helps to fuel the transformation of the area into a brine pool for the embryonic elder brain.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
:
Form Substance. In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that
anarch remains within 1 mile of it (no action required).
If the anarch dies, these effects end after 1d6;{"diceNotation":"1d6","rollType":"roll"} rounds. All formed substance becomes a chaotic churn
Magic Items
Baldur’s Gate: Descent into Avernus
creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
New Personality. You gain new personality traits, determined by rolling once on each of the
have disadvantage on attack rolls made within the weapon’s radius of bright light.
As a bonus action, you can intensify the sword’s light, causing it to shed bright light in a 15-foot
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Link. The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks
at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes
Spells
Xanathar's Guide to Everything
this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves
required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded
Magic Items
Tasha’s Cauldron of Everything
;appears next to the Baba Yaga's Mortar;mortar at the next dawn.
Random Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the
required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
The pestle has 12 charges. When you hit with a melee attack using the
monsters
the Dying, Thaumaturgy
2/Day Each: Aid, Augury, Darkness, Divination, Faerie Fire, Guardian of Faith, Locate Object, Prayer of Healing, Spirit Guardians, Stone Shape
1/Day Each: Commune
, possibly causing it to miss.Cavern seers are drow occultists who connect with energies that flow through the deepest levels of the earth. Although cavern seers can be powerful, the influences they
Githzerai Anarch
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
anarch’s lair is warped by its presence, which creates one or more of the following effects:
In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the
Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required).
If the anarch dies, these effects end after 1d6;{"diceNotation":"1d6","rollType
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link
":"psychic"} psychic damage.
Sever Psychic Link. The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have
Compendium
- Sources->Dungeons & Dragons->Monster Manual
hits the wearer of the guardian’s amulet while the wearer is within 5 feet of the guardian. Response: The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian’s next turn.
Shield Guardian Device-Controlled Magical Bodyguard Habitat: Urban; Treasure: None An intimidating magical automaton, a shield guardian obeys its master’s commands and protects its master from
Compendium
- Sources->Dungeons & Dragons->Monster Manual
hits the wearer of the guardian’s amulet while the wearer is within 5 feet of the guardian. Response: The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian’s next turn.
Shield Guardian Device-Controlled Magical Bodyguard Habitat: Urban; Treasure: None An intimidating magical automaton, a shield guardian obeys its master’s commands and protects its master from
Magic Items
Lost Laboratory of Kwalish
armor as a shield guardian that has stored a magic missile spell cast using a 4th-level spell slot. When the armor is reduced to 0 hit points, its defenses are rendered inert and it can be safely
Power. Powered armor originally required energy cells to fuel it, but was adapted by Kwalish to be fueled by the life energy of the creature wearing it. You might decide that the armor can also draw
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
one use of your Rage (no action required). Level 14: Shape of the Wild As a Bonus Action, you can choose a new form for your primal companion, causing it to transform instantaneously. When you cause
can also restore your use of it by expending one use of your Rage (no action required). Primal Guardian Medium (Large if Land or Sea) Beast, Neutral
AC 12 plus your Constitution modifier
HP 6 plus
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Student Schedules Before starting this adventure, have the players choose at least three courses their characters are taking this year, either by coming up with the courses themselves or by rolling
on the Fourth-Year Courses table. Inform them that the characters are also enrolled in a required course, Arcane Herbology. Fourth-Year Courses d6 Course Offered By 1 Advanced Applied Magic General
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Student Schedules Before the adventure, have the players choose at least three courses their characters are taking this year, either by coming up with the courses or by rolling on the Second-Year
Courses table. Inform them that the characters are also enrolled in a required course, Scrivening and Symbology. Second-Year Courses d10 Course Offered By 1 Applied Computational Magic Quandrix 2
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Student Schedules Before starting this adventure, have the players choose at least three courses their characters are taking this year, either by coming up with the courses themselves or by rolling
on the Third-Year Courses table. Inform them that the characters are also enrolled in a required course, Advanced Arcane History. Third-Year Courses d10 Course Offered By 1 Advanced Abstraction
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Student Schedules Before starting this adventure, have the players choose at least three courses their characters are taking this year, either by coming up with the courses themselves or by rolling
on the Third-Year Courses table. Inform them that the characters are also enrolled in a required course, Advanced Arcane History. Third-Year Courses d10 Course Offered By 1 Advanced Abstraction
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
animated to serve as an undead guardian. 33a. Tomb of the Ghohlbrorn This chamber has a flat, 30-foot-high ceiling and 10-foot-high tunnels exiting it to the west, south, and east. Statues. Alcoves to
fighting a bulette in a gem-encrusted cavern.
Any character who has the Stonecunning trait notices the breakaway section of floor immediately (no check required). Others who search the floor for traps
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Student Schedules Before starting this adventure, have the players choose at least three courses their characters are taking this year, either by coming up with the courses themselves or by rolling
on the First-Year Courses table. Inform them that the characters are also enrolled in a required course, Magical Physiologies. First-Year Courses d6 Course Offered By 1 Arcano-botany for Beginners
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Student Schedules Before starting this adventure, have the players choose at least three courses their characters are taking this year, either by coming up with the courses themselves or by rolling
on the Fourth-Year Courses table. Inform them that the characters are also enrolled in a required course, Arcane Herbology. Fourth-Year Courses d6 Course Offered By 1 Advanced Applied Magic General
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Student Schedules Before the adventure, have the players choose at least three courses their characters are taking this year, either by coming up with the courses or by rolling on the Second-Year
Courses table. Inform them that the characters are also enrolled in a required course, Scrivening and Symbology. Second-Year Courses d10 Course Offered By 1 Applied Computational Magic Quandrix 2
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Student Schedules Before starting this adventure, have the players choose at least three courses their characters are taking this year, either by coming up with the courses themselves or by rolling
on the First-Year Courses table. Inform them that the characters are also enrolled in a required course, Magical Physiologies. First-Year Courses d6 Course Offered By 1 Arcano-botany for Beginners
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
animated to serve as an undead guardian. 33a. Tomb of the Ghohlbrorn This chamber has a flat, 30-foot-high ceiling and 10-foot-high tunnels exiting it to the west, south, and east. Statues. Alcoves to
fighting a bulette in a gem-encrusted cavern.
Any character who has the Stonecunning trait notices the breakaway section of floor immediately (no check required). Others who search the floor for traps