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Returning 35 results for 'chance remaining guild to have rolls'.
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Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with
and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.
Spells
Player’s Handbook
is real.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the
Magic Items
Dungeon Master’s Guide
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
throws, and spell attack rolls.
Spells. While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you
Magic Items
Dungeon Master’s Guide
This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls
or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a
Magic Items
Dungeon Master’s Guide
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
following day, remaining until Orcus dismisses them.
Sentience. The Wand of Orcus is a sentient Chaotic Evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and
Magic Items
Dungeon Master’s Guide
. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it.
When you attack a creature with the axe and roll a 20 on the d20 for the attack
Magic action to touch the axe to a fixed piece of dwarven stonework and cast Teleport from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere
Spells
Player’s Handbook
for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.
Magic Items
Dungeon Master’s Guide
from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from
on Initiative rolls.
Necrotic Reduction. As a Magic action, you can target one creature you can see within 5 feet of yourself. The target makes a DC 18 Constitution saving throw, taking 7d6 Necrotic
Monsters
Baldur’s Gate: Descent into Avernus
on attack rolls against that target until the end of her next turn.
Tactical Leadership. As a bonus action, Rilsa chooses one creature she can see within 30 feet of her. The creature doesn’t
target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.The Guild kingpin of Little Calimshan. Among Little Calimshan
Monsters
Guildmasters’ Guide to Ravnica
Assassinate. During its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hybrid scores against a surprised creature is a
interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also
Monsters
Guildmasters’ Guide to Ravnica
Sensitivity. While in sunlight, the gloamwing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The gloamwing makes two attacks: one with its bite
guardians that ride flying creatures called gloamwings. They are fearsome agents of House Dimir, protecting the territory and interests of that guild — particularly the neighborhood of Nightveil, from which
Monsters
Guildmasters’ Guide to Ravnica
Empowered Spell (3/Day). When the blastseeker rolls damage for a spell, it can reroll up to four dice of damage. It must use the new dice.
Innate Spellcasting. The blastseeker’s innate
the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.
Monsters
Spelljammer: Adventures in Space
horror that feeds quietly on strong emotions. To minimize the chance of harm to itself, it prefers to devour the nightmares of other creatures while they sleep.
Feyrs shun bright light but aren
air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a confrontation.
Spells
Elemental Evil Player's Companion
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.
The wind has the following
strong wind.
The area is difficult terrain for creatures other than you.
The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Monsters
Guildmasters’ Guide to Ravnica
action.
Sunlight Sensitivity. While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The vampire makes two attacks
the so-called mind drinkers. His secrets are passed on only to other members of his guild, and mind drinkers who leave House Dimir become enemies of the guild — the only exceptions to a rule
Monsters
Out of the Abyss
cleric spell up to 9th level at will.
Sunlight Sensitivity. While in sunlight, Quenthel has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Tentacle Rod
.
Summon Demon (1/Day). Quenthel attempts to magically summon a yochlol with a 30 percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Summon Demon Chance"} chance of success. If the attempt
Monsters
Strixhaven: A Curriculum of Chaos
Regeneration. As long as the pledgemage has at least 1 hit point remaining, the pledgemage regains 5 hit points at the start of its turn.
Verdant Talisman. At the end of a 10-minute ritual, the
1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Verdant Talisman"} to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until the pledgemage conducts
Monsters
Guildmasters’ Guide to Ravnica
hit. On a success, Fautomni drops to 1 hit point instead.
Karlov: Unnatural Vigor. When Karlov regains hit points, he has advantage on attack rolls he makes on his next turn.
Vuliev: Teleportation
let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes.
Mostly Unanimous. The ghosts of the
Magic Items
The Book of Many Things
You gain a +1 bonus to attack and damage rolls made with this magic war pick. It has the following special properties:
Meld into Stone. You can cast the Meld into Stone spell from this war pick
points, you can expend 1 charge from the war pick to have that creature make a DC 15 Constitution saving throw. On a failed save, the creature has the petrified condition for 8 hours. When the war pick has no charges remaining, it loses this property.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the bag and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Wasp Nest in a Bag"} chance that the
.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation
Monsters
Guildmasters’ Guide to Ravnica
medusa has advantage on attack rolls against any creature that is surprised, and it deals an extra 10 (3d6);{"diceNotation":"3d6","rollType":"roll","rollAction":"Surprise Attack"} damage each time it hits
around Ravnica, and at least one medusa is thought to be angling for control of the entire guild at the moment.
Not all gorgons are so ambitious; some prefer to simply stalk the endless shadows of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight
(Recharges after a Short or Long Rest). The drow magically transforms into a Large spider, remaining in that form for up to 1 hour, or back into its true form. Its statistics, other than its size, are
Species
Guildmasters’ Guide to Ravnica
Nothing is perfect. Vedalken not only believe this fact, they rejoice in it. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can
.
Reasoning toward Perfection
Their curious intellects and rational minds incline vedalken toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild
Magic Items
Bigby Presents: Glory of the Giants
rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the
target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn.
Spellcasting. While holding the bow, you can use an action to expend 1 or more of its charges to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing.
Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks
, Plants, and Undead succeed on the save automatically.
While memory drained, the target must roll a d4 and subtract the number rolled from its ability checks and attack rolls. Each time the target is
Monsters
Princes of the Apocalypse
freezing cold; thunder rolls and lightning cracks; powerful gales bear heavy creatures and objects aloft and hurl them with incredible force; cyclones touch down randomly, obliterating whatever they
beneath the open sky have a five percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Thunderstorm Chance"} chance of being struck by lightning. A creature struck by lightning must make a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes
attempts to magically summon a yochlol (see the Monster Manual), with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing.
Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks
Undead succeed on the save automatically.
While memory drained, the target must roll a d4 and subtract the number rolled from its ability checks and attack rolls. Each time the target is memory
Monsters
Princes of the Apocalypse
in the black depths of vast seas or enthroned among jagged reefs. Olhydra waits for the chance to enter the Material Plane through elemental water nodes or when called by the proper rituals. Whether
attempts to leave the area, remaining frightened while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage
Baphomet
Legacy
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Monsters
Out of the Abyss
effects.
Magic Weapons. Baphomet’s weapon attacks are magical.
Reckless. At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls
reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the
Monsters
Waterdeep: Dungeon of the Mad Mage
initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can’t use the same effect two rounds in a row:
The lich rolls a d8 and regains a spell
takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair.
The lich calls forth the spirits of
Monsters
Curse of Strahd
; Exethanter can’t use the same effect two rounds in a row:
Exethanter rolls a d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Spell Slot Level"} and regains a spell slot of that level or
remaining damage. This tether lasts until initiative count 20 on the next round or until Exethanter or the target is no longer in the Exethanter’s lair.
Exethanter calls forth the spirits of
Monsters
Acquisitions Incorporated
bonus action.
Sunlight Sensitivity. While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The deep crow makes three
almost any creature. Their preferred attack is a snatch-and-grab that sees a deep crow flying off with a living victim before its companions have any chance of counterattack. Provided the doomed prey
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes
, true seeing
Summon Demon (1/Day). The drow attempts to magically summon a yochlol (see the Monster Manual), with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10
Monsters
Mordenkainen Presents: Monsters of the Multiverse
drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes three Shadow
chance of success. If the attempt fails, the drow takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Summon Shadow Demon", "rollDamageType":"psychic"} psychic damage. Otherwise