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Returning 35 results for 'choosing rolling goblins to have requires'.
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
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
Monsters
Out of the Abyss
random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the
take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Yestabrod regains spent
Monsters
Bigby Presents: Glory of the Giants
saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its crystal ball to cast the scrying spell (save DC 17).
Storm Rune. The giant has a storm rune
hit with spell attacks):
At will: detect magic, detect thoughts
1/day each: control water, control weather (as an action), dispel magic, plane shift, sending, time stop
Tempest Call (Requires Storm
Monsters
Eberron: Rising from the Last War
this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the
form of dragonshards.
Creating a Magewright
The magewright stat block provides the baseline statistics for a magewright. You then add to that baseline by choosing a specialty from the Magewright
Monsters
Eberron: Rising from the Last War
’s choice).
Flame Strike (5th-Level Spell; Requires a Spell Slot). The councilor chooses a point it can see within 60 feet of it. Each creature in a 10-foot-radius, 40-foot-high cylinder centered
slot level above 5th.The councilor can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature&rsquo
Monsters
Guildmasters’ Guide to Ravnica
":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.Rakdos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time
spell or any other effect that requires concentration. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Fire, PoisonNecrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Guildmasters’ Guide to Ravnica
Intelligence (spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It requires no material components to cast its spells. The
","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
Monsters
Waterdeep: Dungeon of the Mad Mage
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
Monsters
Van Richten’s Guide to Ravenloft
"} necrotic damage from the wound left by the shrapnel. The wound ends if the target regains any hit points or if a creature uses an action to stanch the wound, which requires a successful DC 15
Wisdom (Medicine) check.The juggernaut can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s
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
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness
, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zuggtmoy regains spent legendary actions at the start of her
Monsters
Mordenkainen Presents: Monsters of the Multiverse
she is wearing or carrying, up to 120 feet to an unoccupied space she can see.Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time
this creature hits with an attack roll that isn’t a critical hit, it can turn the hit into a critical hit.
Infernal Tactics. Immediately after rolling initiative, this creature can choose
Monsters
Out of the Abyss
magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed
starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
An
Monsters
Van Richten’s Guide to Ravenloft
","rollAction":"Slasher's Knife","rollDamageType":"necrotic"}. The wound ends if the target regains hit points or if a creature uses an action to stanch the wound, which requires a successful DC 15 Wisdom
(Medicine) check.The slasher can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn
Backgrounds
Guildmasters’ Guide to Ravnica
guildless masses of the city.
Consider why you’re embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you
Monsters
Princes of the Apocalypse
pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action.
Summon Elementals (1/Day). Yan-C-Bin summons up
is reduced to 0 hit points.Yan-C-Bin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature
Demogorgon
Legacy
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Monsters
Out of the Abyss
gaze requires Demogorgon to focus both heads on the target, he can’t use his Maddening Gaze legendary action until the start of his next turn.
3. Insanity Gaze. The target suffers the effect of
legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Demogorgon regains spent legendary
races
Mordenkainen Presents: Monsters of the Multiverse
A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the
court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak
Gynosphinx
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
(spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the
","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
Monsters
Lost Laboratory of Kwalish
(spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the
target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.The sphinx can take 3 legendary actions, choosing from the options
Tarrasque
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
effects.
Reflective Carapace. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6;{"diceNotation":"1d6","rollType
, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.The tarrasque can take 3 legendary actions, choosing from the options
Androsphinx
Legacy
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Monsters
Basic Rules (2014)
(spell save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the
legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the
Beholder
Legacy
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Monsters
Monster Manual (2014)
following magical eye rays at random;{"diceNotation":"1d10","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Charm Ray
after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
. The death tyrant shoots three of the following magical eye rays at random;{"diceNotation":"1d10","rollType":"roll","rollAction":"Eye Rays"} (reroll duplicates), choosing one to three targets it can see
turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check.
A spectral eye
races
Mordenkainen Presents: Monsters of the Multiverse
Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago
the scores, 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
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1d4 + 1 ogres, 2d6 + 2 hobgoblins, and 2d6 + 10 goblins. The ogres are using ropes to pull the 2,000-pound fragment out of a 50-foot-wide, 30-foot-deep crater. The hobgoblins scream at the ogres to
put their backs into it. The goblins lie around the outskirts of the crater, picks and shovels scattered between them. The goblins have spent the past several days digging the crater and are suffering
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to make the journey more interesting, consider rolling on the Triboar Trail Random Encounters table in chapter 3. Reroll a result of “Cragmaw goblin band” since the characters dealt with the goblins in that chapter.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Initiative. On the goblins’ turn, they attempt to scramble up the stairs and activate the rolling log trap (detailed below). The goblins then fight the characters. Rolling Log Trap. This 10-foot-long
width of the stairway. Two goblins stand guard on a landing halfway up the stairs.
These two Goblin Warriors are Hostile toward the characters. When the goblins detect an intruder to the south, roll
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Astral Encounters You can generate a random encounter on the Astral Plane by rolling on either the Wildspace Encounters table or the Astral Sea Encounters table, as appropriate, or by choosing an
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
to happen next, the DM decides how to apply the rules and keep the story going. The DM is a roleplayer. The DM plays the monsters in the adventure, choosing their actions and rolling dice for their attacks. The DM also plays all the other people the characters meet, including helpful ones.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
are two roaring polar bears that don’t look happy.
These goblins were rolling across the tundra when their advance scout, a trained hawk, spotted the abandoned sled. The one-eared goblin boss, Izobai
severed head. Both Oobok’s tracks and the yeti’s tracks were erased by the wind. The tracks that are present were left by goblins. Characters who inspect the tracks around the corpse can, with a
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->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