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Returning 35 results for 'constrictor warded roll'.
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constrict warped roll
Spells
Player’s Handbook
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a
new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Magic Items
Dungeon Master’s Guide
. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule.
86–90
A Hostile Swarm of Bats flies out of the hat, occupies your space
out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist's Fire; on a 3, a Crowbar; on a 4, a lit Torch.
66–70
You suffer a bout of “magic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
False Appearance. If the statue is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the statue move or act, that creature must
temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its
Monsters
Van Richten’s Guide to Ravenloft
placed in a vessel under the effects of the hallow spell, the destroyed necrichor re-forms in 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hits
extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter 3) seal these viscous horrors in magically warded prisons. As ages pass
Monsters
Fizban's Treasury of Dragons
Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I will not risk injury at the hands of weaker creatures—especially while I can
I rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
Conjure Animals
Legacy
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Spells
Basic Rules (2014)
disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own
, Weasel
1/8
Blood Hawk, Camel, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, Stirge
1/4
Axe Beak, Boar, Constrictor Snake, Draft Horse, Elk, Giant
Conjure Fey
Legacy
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Spells
Basic Rules (2014)
range. The fey creature disappears when it drops to 0 hit points or when the spell ends.
The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which
, Constrictor Snake, Draft Horse, Elk, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Riding Horse, Sprite, Wolf
Demilich
Legacy
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Monsters
Monster Manual (2014)
);{"diceNotation":"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
. A demilich in its lair has a challenge rating of 20 (24,500 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the demilich rolls a d20;{"diceNotation":"1d20","rollType":"roll
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
":"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
be permanently destroyed. Its skull reforms after 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Enduring Existence"} days, restoring the creature to its wretched state. If it has the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell
. This spell doesn’t protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell
. This spell doesn’t protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell
. This spell doesn’t protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell
. This spell doesn’t protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Underwater Encounters (Levels 5–10) d100 Encounter 01–02 3d6 steam mephits 03–04 1d10 sahuagin 05–06 1 giant octopus 07–08 3d6 constrictor snakes 09–10 2d10 merfolk with 1d4 giant sea horses 11–15
1d4 sea hags 16–20 2d4 swarms of quippers 21–25 A sunken galleon with a 50% chance of a random treasure hoard inside (roll on the Treasure Hoard: Challenge 5–10 table in chapter 7 of the Dungeon
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Underwater Encounters (Levels 5–10) d100 Encounter 01–02 3d6 steam mephits 03–04 1d10 sahuagin 05–06 1 giant octopus 07–08 3d6 constrictor snakes 09–10 2d10 merfolk with 1d4 giant sea horses 11–15
1d4 sea hags 16–20 2d4 swarms of quippers 21–25 A sunken galleon with a 50% chance of a random treasure hoard inside (roll on the Treasure Hoard: Challenge 5–10 table in chapter 7 of the Dungeon
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an
just happened. 56–60 A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute. 61–65 You pull a nonmagical object out of the hat. Roll 1d4
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule. 86–90 A Hostile Swarm of Bats flies out of the hat, occupies your space, and
swarm disperses after 1 minute. 61–65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s Fire; on a 3, a Crowbar; on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an
just happened. 56–60 A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute. 61–65 You pull a nonmagical object out of the hat. Roll 1d4
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule. 86–90 A Hostile Swarm of Bats flies out of the hat, occupies your space, and
swarm disperses after 1 minute. 61–65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s Fire; on a 3, a Crowbar; on
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Wilderness Encounters While the characters are exploring or camping in the wilderness, roll a d20 three times per day of game time, checking for encounters each morning, afternoon, and evening or
night. An encounter occurs on a roll of 16 or higher. Roll percentile dice and check the Wilderness Encounters table for the terrain appropriate to where the characters are. After determining what the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Wilderness Encounters While the characters are exploring or camping in the wilderness, roll a d20 three times per day of game time, checking for encounters each morning, afternoon, and evening or
night. An encounter occurs on a roll of 16 or higher. Roll percentile dice and check the Wilderness Encounters table for the terrain appropriate to where the characters are. After determining what the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
to a storeroom containing a pile of empty scroll cases and a warded chest that holds the scrolls. She instructs the characters to open the chest when they’re ready, then wishes them good luck and
departs hurriedly. Coupleofkooks A Dangerous Magical Scroll Ensorcelled Scrolls When the characters open the chest, the scrolls erupt from it in a flurry of whirling parchment and shimmering ink. Roll
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
to a storeroom containing a pile of empty scroll cases and a warded chest that holds the scrolls. She instructs the characters to open the chest when they’re ready, then wishes them good luck and
departs hurriedly. Coupleofkooks A Dangerous Magical Scroll Ensorcelled Scrolls When the characters open the chest, the scrolls erupt from it in a flurry of whirling parchment and shimmering ink. Roll
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Explorer, Dead Chult is strewn with the corpses and bones of those who have fallen victim to its terrors. When the characters discover one such victim, roll a d20 and consult the Dead Explorers table
to determine what they find. Then roll once on the Treasure Drops table to see what, if anything, can be found on or near the remains. Dead Explorers d20 Remains 1 The bloated corpse of a dead
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Explorer, Dead Chult is strewn with the corpses and bones of those who have fallen victim to its terrors. When the characters discover one such victim, roll a d20 and consult the Dead Explorers table
to determine what they find. Then roll once on the Treasure Drops table to see what, if anything, can be found on or near the remains. Dead Explorers d20 Remains 1 The bloated corpse of a dead
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, causing creatures to have disadvantage on Wisdom (Perception) checks that rely on sight. Threats lurk amid the wilds. For every 3 miles the party travels, roll on the Weeping Paths Encounters table
dissipates 1 minute later. Roll on the Weeping Paths Encounters table again for another encounter that occurs soon after, rerolling another miasma encounter. Voices of Flame Dozens of gray, spectral
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, causing creatures to have disadvantage on Wisdom (Perception) checks that rely on sight. Threats lurk amid the wilds. For every 3 miles the party travels, roll on the Weeping Paths Encounters table
dissipates 1 minute later. Roll on the Weeping Paths Encounters table again for another encounter that occurs soon after, rerolling another miasma encounter. Voices of Flame Dozens of gray, spectral
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule. 86–90 A Hostile Swarm of Bats flies out of the hat
30 feet of yourself. The swarm disperses after 1 minute. 61–65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule. 86–90 A Hostile Swarm of Bats flies out of the hat
30 feet of yourself. The swarm disperses after 1 minute. 61–65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule. 86–90 A Hostile Swarm of Bats flies out of the hat
30 feet of yourself. The swarm disperses after 1 minute. 61–65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule. 86–90 A Hostile Swarm of Bats flies out of the hat
30 feet of yourself. The swarm disperses after 1 minute. 61–65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. It has darkvision and truesight out to a range of 60 feet, but it can’t perceive any creature warded by a nondetection spell or similar magic. The skull can’t move or be moved from its space, and it
happens, all creatures in the vicinity must roll initiative, including the stone golem. The skull acts on initiative count 30 and again on initiative count 15. On each of the skull’s turns, all creatures
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. It has darkvision and truesight out to a range of 60 feet, but it can’t perceive any creature warded by a nondetection spell or similar magic. The skull can’t move or be moved from its space, and it
happens, all creatures in the vicinity must roll initiative, including the stone golem. The skull acts on initiative count 30 and again on initiative count 15. On each of the skull’s turns, all creatures
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule. 86
make an attack roll, you can increase the spell’s range by 60 feet. Tough Origin Feat Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule. 86
make an attack roll, you can increase the spell’s range by 60 feet. Tough Origin Feat Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever