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Returning 35 results for 'contain relate grappling to have rolling'.
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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
disappears when it drops to 0 Hit Points. If the titan is summoned into a space that isn’t large enough to contain it, the summoning fails, and the scroll is wasted.
1d100
Titan
01-15
Magic Items
Dungeon Master’s Guide
, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01–50
You cast a random spell determined by
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
Magic Items
Dungeon Master’s Guide
creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on
Equipment
grappling jaws built into its bow, a lamprey ship can attach itself to another ship, which is a critical feature during boarding actions. Other standard weapons include four ballistae on the main deck.
A
lamprey can float on water, though it can’t land safely on the ground. Lamprey ships that land on the ground have the distressing habit of rolling over, as more than a few crews have discovered to their dismay.
Backgrounds
The Wild Beyond the Witchlight
traveler’s clothes, three trinkets (each determined by rolling on the Feywild Trinkets table), and a pouch containing 8 gp
Fey Mark
You were transformed in some small way by your stay in the Feywild
and gained a fey mark, determined by rolling on the Fey Mark table.
Fey Mark
d8
Fey Mark
1
Your eyes swirl with iridescent colors.
2
You have a sweet scent, like that of
monsters
this action again until the start of its next turn.
Impale. The beast impales a creature it is grappling on one of its exposed ribs (it can have two creatures impaled at a time). Strength Saving Throw
: DC 19, one creature the beast is grappling. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Impale", "rollDamageType":"Piercing"} Piercing damage, and the target now has
Tortle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
The Tortle Package
Yondalla relate to tortles most of all.
Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the
put to use when building forts to contain their offspring.
Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Lamprey Ship Lamprey ships are antiquated, being among the oldest spelljamming ships still in use. Psurlons (see Boo’s Astral Menagerie) are particularly fond of them. Using the metal grappling jaws
can float on water, though it can’t land safely on the ground. Lamprey ships that land on the ground have the distressing habit of rolling over, as more than a few crews have discovered to their dismay
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Lamprey Ship Lamprey ships are antiquated, being among the oldest spelljamming ships still in use. Psurlons (see Boo’s Astral Menagerie) are particularly fond of them. Using the metal grappling jaws
can float on water, though it can’t land safely on the ground. Lamprey ships that land on the ground have the distressing habit of rolling over, as more than a few crews have discovered to their dismay
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Teleport Traps These tunnels contain two teleport traps (see “Teleport Traps”). 22a. West Teleport Trap A creature teleported by this trap arrives at a location determined by rolling a d20 and
determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 6 11–20 The teleport trap in area 8
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
can see within 1 mile of yourself. The DM 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 disappears when it drops to 0 Hit Points. If the titan is summoned into a space that isn’t large enough to contain it, the summoning fails, and the scroll is wasted
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
can see within 1 mile of yourself. The DM 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 disappears when it drops to 0 Hit Points. If the titan is summoned into a space that isn’t large enough to contain it, the summoning fails, and the scroll is wasted
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Teleport Traps These tunnels contain two teleport traps (see “Teleport Traps”). 22a. West Teleport Trap A creature teleported by this trap arrives at a location determined by rolling a d20 and
determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 6 11–20 The teleport trap in area 8
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Treasure tables in the Dungeon Master's Guide), boulders for throwing, and a number of other nonmagical items determined by rolling on another table. These items can include valuable objects, as well as
food, tools, and curiosities. At your discretion, any giant bag might also contain a bag jelly (described in chapter 6).
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Treasure tables in the Dungeon Master's Guide), boulders for throwing, and a number of other nonmagical items determined by rolling on another table. These items can include valuable objects, as well as
food, tools, and curiosities. At your discretion, any giant bag might also contain a bag jelly (described in chapter 6).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entrance The tunnel from level 20 leads to a featureless, 20-foot-high cavern with four tunnel exits, two of which contain iron tracks. An empty mine cart rests at the end of the northern track
the way of a rolling cart requires a successful DC 10 Dexterity saving throw, and any creature struck by a cart takes 10 (3d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entrance The tunnel from level 20 leads to a featureless, 20-foot-high cavern with four tunnel exits, two of which contain iron tracks. An empty mine cart rests at the end of the northern track
the way of a rolling cart requires a successful DC 10 Dexterity saving throw, and any creature struck by a cart takes 10 (3d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giant has a ranged attack. The two punts contain chunks of ice that the giant can hurl at foes. Fighting on the ship is tricky. Its sloped, icy deck is difficult terrain, and a creature that isn’t
3d6 × 100 gp, 1d6 × 100 gp, and 1d3 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giant has a ranged attack. The two punts contain chunks of ice that the giant can hurl at foes. Fighting on the ship is tricky. Its sloped, icy deck is difficult terrain, and a creature that isn’t
3d6 × 100 gp, 1d6 × 100 gp, and 1d3 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
random effect occurs instead, determined by rolling on the following table.
Conceptopolis Presto creates a lightning bolt
using his Hat of Many Spells
Any spell you cast from the hat
uses your spell save DC and spell attack bonus. 1d100 Effect 01–50 You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
random effect occurs instead, determined by rolling on the following table.
Conceptopolis Presto creates a lightning bolt
using his Hat of Many Spells
Any spell you cast from the hat
uses your spell save DC and spell attack bonus. 1d100 Effect 01–50 You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus. 1d100 Effect 01–50 You cast a random spell
determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
trinkets (each determined by rolling on the Feywild Trinkets table), and a pouch containing 8 gp Fey Mark You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined
by rolling on the Fey Mark table. Fey Mark d8 Fey Mark 1 Your eyes swirl with iridescent colors. 2 You have a sweet scent, like that of nectar or honey. 3 You have long whiskers like those of a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
trinkets (each determined by rolling on the Feywild Trinkets table), and a pouch containing 8 gp Fey Mark You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined
by rolling on the Fey Mark table. Fey Mark d8 Fey Mark 1 Your eyes swirl with iridescent colors. 2 You have a sweet scent, like that of nectar or honey. 3 You have long whiskers like those of a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus. 1d100 Effect 01–50 You cast a random spell
determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
this traitor onto their winged kin.
Kobold Names
Kobold names are derived from the Draconic tongue and usually relate to a characteristic of the owner, such as scale color, distinctive body parts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Random Treasure
The following pages contain tables that you can use to randomly generate treasures carried by monsters, stashed in their lairs, or otherwise hidden away. The placement of
amount of individual treasure for a group of similar creatures, you can save time by rolling once and multiplying the result by the number of creatures in the group.
If it doesn’t make sense for a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Random Treasure
The following pages contain tables that you can use to randomly generate treasures carried by monsters, stashed in their lairs, or otherwise hidden away. The placement of
amount of individual treasure for a group of similar creatures, you can save time by rolling once and multiplying the result by the number of creatures in the group.
If it doesn’t make sense for a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
south slopes gently upward to area 26d and contains a rolling sphere trap.
The 10-foot-square section of floor marked X on map 2 is a pressure plate. When 20 or more pounds of pressure depress this
terrain. Whenever the sphere enters a creature’s space or a creature enters its space while the sphere is rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
than one such barrow, either broken open from the outside by those seeking lost treasures, or somehow broken from within. The Fields of the Dead is a vast, rolling plain of windswept grasses that
few walled enclosures that contain several such dwellings can occasionally be found a short distance away from the roads and rivers that run through or near the Fields. The folk of this land are kind
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
than one such barrow, either broken open from the outside by those seeking lost treasures, or somehow broken from within. The Fields of the Dead is a vast, rolling plain of windswept grasses that
few walled enclosures that contain several such dwellings can occasionally be found a short distance away from the roads and rivers that run through or near the Fields. The folk of this land are kind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
south slopes gently upward to area 26d and contains a rolling sphere trap.
The 10-foot-square section of floor marked X on map 2 is a pressure plate. When 20 or more pounds of pressure depress this
terrain. Whenever the sphere enters a creature’s space or a creature enters its space while the sphere is rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10