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Returning 35 results for 'constantly willing rolls'.
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Spells
Player’s Handbook
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Test;D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.
Monsters
Monster Manual
in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.Multiattack. The vampire makes two Claw attacks and uses Bite.
Claw. Melee Attack Roll: +6;{"diceNotation
target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws.
Bite. Constitution Saving Throw: DC 14, one creature within 5 feet that is willing or that
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
.
Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or
Spells
Player’s Handbook
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits
. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possession;possessed by or gain the Charmed or Frightened conditions from them. If the target
Monsters
Monster Manual
Paralyzed condition until the weapon is removed. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability
DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained
Spells
Player’s Handbook
This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an
you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it
Monsters
Fizban's Treasury of Dragons
combat. Deep dragons look down on any creature that isn’t useful to them, though they are willing to bargain for knowledge they lack.
Creating a Deep Dragon
Use the Deep Dragon Personality
aboleth flesh.
6
I might be willing to exert myself to take out a mind flayer. Those disgusting creatures must be stopped.
7
I dream of seeing the deepest places in the ocean.
8
I find
Monsters
Fizban's Treasury of Dragons
creatures cannot be trusted, so I constantly remind my servants of my power. (Evil)
6
Patience. All creatures might teach me something, and I’m willing to wait and find out what that might be
manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn’t useful to them, though they are willing to bargain for knowledge they lack
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Phalanx Formation. The duergar has advantage on attack rolls and
Dexterity saving throws while standing within 5 feet of an ally wielding a shield.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom
Monsters
Baldur’s Gate: Descent into Avernus
has an unnerving smile — hence his name.
A more apt name for this eladrin would be Smiler the Beguiler, as he’s constantly trying to intoxicate others with his relentless optimism and
. Smiler escaped and tears around Avernus on a Devil's Ride, looking for adventurers willing to help him get revenge on the warlords who ganged up on him. Mad Maggie remains his only ally, though he refuses to join her gang.
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Strixhaven: A Curriculum of Chaos
pledgemage can touch one willing creature (including itself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add
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
Strixhaven: A Curriculum of Chaos
Regeneration. The apprentice regains 5 hit points at the start of its turn if it has at least 1 hit point.
Verdant Talisman. At the end of a 10-minute ritual, the apprentice can touch one willing
","rollType":"roll","rollAction":"Verdant Talisman"} to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until the apprentice conducts another ritual to bestow another
Magic Items
Waterdeep: Dragon Heist
, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no
-lawful creatures within 120 feet of it.
Personality. Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city’s
Monsters
Waterdeep: Dungeon of the Mad Mage
has disadvantage on attack rolls and ability checks.
Spellcasting. Keresta is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to
. (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by Keresta
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.
4–5
two Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.Bite
Monsters
Mordenkainen Presents: Monsters of the Multiverse
has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on
many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying
Monsters
Eberron: Rising from the Last War
from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter
.
Relentless Schemers. Constantly jockeying for position, each tsucora hopes to be reincarnated as a more powerful servant of the Dreaming Dark. As such, their plans are as often focused on the ruination of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two Iron Fist
many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their
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
, only one of which can be a bite attack.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded
halved, and it has disadvantage on attack rolls.
2: Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn.
3: Frost
Monsters
Mythic Odysseys of Theros
Fleeting Anger. If another creature deals damage to the Returned, the Returned makes attack rolls with advantage until the end of its next turn.
Turn Resistance. The Returned has advantage on saving
such cursed relics or with those who try to traffic in them. Finding an unscrupulous merchant willing to trade for Returned masks is rare, as the items are effectively another sapient being’s face
Monsters
Fizban's Treasury of Dragons
. Deep dragons look down on any creature that isn’t useful to them, though they are willing to bargain for knowledge they lack.
Creating a Deep Dragon
Use the Deep Dragon Personality Traits and
flesh.
6
I might be willing to exert myself to take out a mind flayer. Those disgusting creatures must be stopped.
7
I dream of seeing the deepest places in the ocean.
8
I find I
Monsters
Mordenkainen Presents: Monsters of the Multiverse
constantly stymied by politically shrewd rivals.
Bael prefers to make servants out of his adversaries, and mortals bound to his service earn their wretched place by falling victim to his superior
stratagems. Bael gladly spares the lives of those he defeats—if they pledge their souls and service to him. Demons are an exception; although he is willing to corrupt almost any other foes, he always
Magic Items
The Book of Many Things
(Arcana) check. On a successful check, you and eight other willing creatures touching the telescope, along with everything all travelers are wearing and carrying, safely teleport to unoccupied spaces
at the intended destination. On a failed check, a mishap occurs instead. The DM rolls on the Telescope Travel Mishaps table to determine the mishap or chooses a mishap that’s good for the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
has disadvantage on attack rolls.
2: Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn.
3: Frost Ray. The
familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as
Monsters
Waterdeep: Dungeon of the Mad Mage
until the stake is removed.
Sunlight Hypersensitivity. Zorak takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks
Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by Zorak, incapacitated
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Blurred Movement. Attack rolls against the quickling have disadvantage unless it is incapacitated or its speed is 0.
Evasion. If the quickling is subjected to an effect that allows it to make a
constantly paces and shifts in place, as though it can’t wait to be off again.
Quicklings have a capricious nature and are always up to something. A quickling spends most of its time perpetrating
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Soulblade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Soulblade"} to hit
Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Fire Lance. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Fire Lance"} to hit
profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on
Monsters
Fizban's Treasury of Dragons
. Deep dragons look down on any creature that isn’t useful to them, though they are willing to bargain for knowledge they lack.
Creating a Deep Dragon
Use the Deep Dragon Personality Traits and
flesh.
6
I might be willing to exert myself to take out a mind flayer. Those disgusting creatures must be stopped.
7
I dream of seeing the deepest places in the ocean.
8
I find I
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
become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby.
If a humanoid spends at least 1 hour within 1 mile
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery
works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To
Monsters
Eberron: Rising from the Last War
places where such creatures are willing to live side by side.
Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only
actual locations, imposing disadvantage on the creature’s attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect
Monsters
Bigby Presents: Glory of the Giants
turn.A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating a constantly overcast sky. Sapient
once by this compulsion.
Empowered Cloud Giants. Cloud giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
Mischievous Whispers. Whispers can be heard on the wind within
Monsters
Planescape: Adventures in the Multiverse
).
Liquefaction Ritual. The shator can perform a 1-minute ritual that turns all willing farastu demodand;farastus and kelubar demodand;kelubars of its choice within 60 feet of itself into a living liquid form. Each
a DC 17 Dexterity saving throw or have disadvantage on attack rolls and its speed halved until the end of its next turn.Multiattack. The shator makes one Bite attack and two Enervating Trident