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Returning 35 results for 'common what round'.
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Monsters
Vecna: Eve of Ruin
Legendary Resistance (2/Day). If the deathwolf fails a saving throw, it can choose to succeed instead.
Moon’s Grace. When the deathwolf falls, it descends at a rate of 60 feet per round and
each of its turns, ending the effect on itself on a success.The deathwolf can take up to two reactions per round but only one per turn.
Imposing Slash. When a creature within 5 feet of the deathwolf
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag.
In many lands, common folk view ki-rins as heralds of
lair, winds buoy creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don
Magic Items
Strixhaven: A Curriculum of Chaos
, and a Charisma of 16, as well as hearing and darkvision out to a range of 30 feet.
The orb can speak, read, and understand Common, and it can communicate telepathically with any creature touching it
creature must use its action each round to make one attack against the nearest non-cursed creature. If the cursed creature has multiple possible targets, it attacks one at random. This effect ends if the
Monsters
Fizban's Treasury of Dragons
are the most common materials they use in the construction of a lair, crystal and other precious minerals feature prominently in certain areas. In this way, crystal dragons’ hoards literally
dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Ice
Monsters
Fizban's Treasury of Dragons
offering plentiful opportunities for sky gazing. Though ice and snow are the most common materials they use in the construction of a lair, crystal and other precious minerals feature prominently in
must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the
Monsters
Storm King's Thunder
see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud
legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Small earthquakes are common within 6 miles of the dragon’s lair.
Water
Adult Red Dracolich
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While
following effects:
Small earthquakes are common within 6 miles of the dracolich's lair.
Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
Rocky fissures within 1 mile
Adult Red Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is
earthquakes are common within 6 miles of the dragon’s lair.
Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
Rocky fissures within 1 mile of the dragon’s
Ancient Red Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a
earthquakes are common within 6 miles of the dragon’s lair.
Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
Rocky fissures within 1 mile of the dragon
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Feather Token Wondrous item, common This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Feather Token Wondrous item, common This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Feather Token Wondrous item, common This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Feather Token Wondrous item, common This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Performer Common performers include traveling storytellers, tavern musicians, local entertainers, and chorus members performing with veteran artists. These performers might be self-taught or in the
Skills Acrobatics +5, Athletics +3, Performance +7
Gear Shortsword
Senses Passive Perception 12
Languages Common plus one other language
CR 1/2 (XP 100; PB +2)
Actions
Shortsword. Melee
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Performer Common performers include traveling storytellers, tavern musicians, local entertainers, and chorus members performing with veteran artists. These performers might be self-taught or in the
Skills Acrobatics +5, Athletics +3, Performance +7
Gear Shortsword
Senses Passive Perception 12
Languages Common plus one other language
CR 1/2 (XP 100; PB +2)
Actions
Shortsword. Melee
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Message Transmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and
and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Message Transmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and
and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Message Transmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and
and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Message Transmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and
and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Deception +6, Insight +3
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)
Shapechanger. The doppelganger can use its action to
. It reverts to its true form if it dies.
Ambusher. In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it surprised.
Surprise Attack. If the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Deception +6, Insight +3
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)
Shapechanger. The doppelganger can use its action to
. It reverts to its true form if it dies.
Ambusher. In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it surprised.
Surprise Attack. If the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
to a calm night. Then shouts ring out, shattering the peace. Someone’s calling for help!
The characters can tell the shouts are coming from the inn’s common room. Following the sound, the
characters find the common room lightly obscured, filled with swirling mist. The haze makes the area feel like it’s full of fog and floating on a stormy sea. Staff and other patrons who’ve stumbled out of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
to a calm night. Then shouts ring out, shattering the peace. Someone’s calling for help!
The characters can tell the shouts are coming from the inn’s common room. Following the sound, the
characters find the common room lightly obscured, filled with swirling mist. The haze makes the area feel like it’s full of fog and floating on a stormy sea. Staff and other patrons who’ve stumbled out of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Common plus one other language
CR 3 (XP 700; PB +2)
Actions
Multiattack. The scout makes two attacks, using Shortsword or Longbow in any combination.
Shortsword. Melee Attack Roll: +5, reach 5
. Trigger: The scout is hit by an attack roll. Response: The scout halves the damage (round down) it takes from that attack.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
INT
8 (−1)
WIS
11 (+0)
CHA
9 (−1)
Skills Stealth +6, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1 (200 XP
the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
11 (+0)
Skills Intimidation +2, Stealth +6, Survival +3
Senses darkvision 60 ft., passive Perception 11
Languages Common
throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
INT
8 (−1)
WIS
11 (+0)
CHA
9 (−1)
Skills Stealth +6, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1 (200 XP
the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
(+2)
CHA
8(−1)
Skills Athletics +2, Perception +4, Stealth +4
Senses passive Perception 14
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Ambusher. In the first
round of a combat, the stalker has advantage on attack rolls against any creature that hasn’t taken a turn yet.
Nimble Escape. The stalker can take the Disengage or Hide action as a bonus action on
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
(+2)
CHA
8(−1)
Skills Athletics +2, Perception +4, Stealth +4
Senses passive Perception 14
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Ambusher. In the first
round of a combat, the stalker has advantage on attack rolls against any creature that hasn’t taken a turn yet.
Nimble Escape. The stalker can take the Disengage or Hide action as a bonus action on
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Common plus one other language
CR 3 (XP 700; PB +2)
Actions
Multiattack. The scout makes two attacks, using Shortsword or Longbow in any combination.
Shortsword. Melee Attack Roll: +5, reach 5
. Trigger: The scout is hit by an attack roll. Response: The scout halves the damage (round down) it takes from that attack.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
13 (+1)
INT
8 (−1)
WIS
11 (+0)
CHA
9 (−1)
Skills Stealth +6, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1 (200
during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
11 (+0)
Skills Intimidation +2, Stealth +6, Survival +3
Senses darkvision 60 ft., passive Perception 11
Languages Common
throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Deathwolf A deathwolf combines the might of a werewolf, the unholy powers of undeath, and the magic of the full moon. Deathwolves are most common on Krynn but occasionally are found in other
attacks that aren’t silvered
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 23
Languages Common
Challenge 15 (13,000 XP
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
13 (+1)
INT
8 (−1)
WIS
11 (+0)
CHA
9 (−1)
Skills Stealth +6, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1 (200
during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Deathwolf A deathwolf combines the might of a werewolf, the unholy powers of undeath, and the magic of the full moon. Deathwolves are most common on Krynn but occasionally are found in other
attacks that aren’t silvered
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 23
Languages Common
Challenge 15 (13,000 XP