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Returning 35 results for 'ceases while roll'.
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causes while roll
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Magic Items
Dungeon Master’s Guide
has Disadvantage on the attack roll. If you click your heels together again, you end the effect.
When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Monsters
Monster Manual
Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
Berserk. Whenever the golem starts its turn Bloodied, roll
1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no
Magic Items
Dungeon Master’s Guide
. The weapon uses your attack roll and adds your ability modifier to damage rolls.
While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of
tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.
Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3
Monsters
Candlekeep Mysteries
Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its
speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If
Monsters
Tomb of Annihilation
Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its
firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it
Monsters
Tales from the Yawning Portal
Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its
firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 13 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it
Monsters
Baldur’s Gate: Descent into Avernus
Berserk. Whenever the golem starts its turn with 100 hit points or fewer, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its
calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases
Monsters
Tomb of Annihilation
ceases to age and is immune to cold damage and the effects of extreme cold.
Artus wields Bookmark, a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the
extreme heat, it loses 5 (1d10);{"diceNotation":"1d10","rollType":"roll","rollAction":"extreme heat"} hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master’s
Flesh Golem
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its
firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
":"necrotic"} necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to
":"3d6","rollType":"roll","rollAction":"Energy Drain"}. If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A creature’s hit point maximum can be restored
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Hit Points An infernal war machine’s hit points can be restored by making repairs to the vehicle (see “Repairs”). When an infernal war machine drops to 0 hit points, it ceases to function and is
damage from a single source equal to or greater than its mishap threshold, it must roll on the Mishaps table (see "Mishaps").
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Hit Points An infernal war machine’s hit points can be restored by making repairs to the vehicle (see “Repairs”). When an infernal war machine drops to 0 hit points, it ceases to function and is
damage from a single source equal to or greater than its mishap threshold, it must roll on the Mishaps table (see "Mishaps").
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the
your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a
you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. Dancing Sword
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a
you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a
you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. Dancing Sword
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the
your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a
you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the
your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the
your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, including their creators. Flesh golems appear in varied forms. Roll on or choose a result from the Flesh Golem Characteristics table to inspire a flesh golem’s features. The barrier between the mortal
golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
areas are dimly lit by crystal formations that give off a soft, violet glow. Random Encounters Check for random encounters once every 30 minutes. Roll a d20 and consult the following table to determine
time the change ceases, each stalactite has grown 1d4 feet longer. If a stalactite touches the opposite surface, it becomes a natural column. Map 5.4: The Black GeodeView Player Version
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, including their creators. Flesh golems appear in varied forms. Roll on or choose a result from the Flesh Golem Characteristics table to inspire a flesh golem’s features. The barrier between the mortal
golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Whenever the golem starts its turn with 100 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no
, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it starts burning.
Fire Giant Huge Giant, Lawful Evil
AC 18 Initiative +3 (13)
HP
attacks, using Flame Sword or Hammer Throw in any combination.
Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage.
Hammer Throw. Ranged
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Whenever the golem starts its turn with 100 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no
, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might