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Returning 35 results for 'continue round ground to have rolls'.
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Magic Items
Dungeon Master’s Guide
24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A
Monsters
Monster Manual
Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain.
Gibbering. The mouther babbles incoherently while it doesn’t have the Incapacitated
condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll
Monsters
Monster Manual
any damage. Any nonmagical weapon takes a cumulative −1 penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the
pudding is one size smaller than the original pudding and acts on its Initiative. The original pudding’s Hit Points are divided evenly between the new puddings (round down).Acid, Cold, Lightning, Slashing
Magic Items
Dungeon Master’s Guide
. The weapon uses your attack roll and adds your ability modifier to damage rolls.
While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of
tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.
Magic Items
Dungeon Master’s Guide
This rod has the following properties.
Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the
following spells from it:
Detect Evil and Good
Detect Magic
Detect Poison and Disease
See Invisibility
Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground
Spells
Player’s Handbook
Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage the wall
creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can’t move. A creature that moves out of the wall falls to the ground.
Magic Items
Dungeon Master’s Guide
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that
on a hit.
Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage
Magic Items
Dungeon Master’s Guide
holding or carrying the talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Ultimate End. The talisman has 6 charges
. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the
Magic Items
Dungeon Master’s Guide
Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
Spells
Player’s Handbook
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the
.
The creature has Disadvantage on attack rolls against targets within the Cylinder.
Targets within the Cylinder can’t be possession;possessed by or gain the Charmed or Frightened condition
Magic Items
Dungeon Master’s Guide
talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Pure Rebuke. The talisman has 7 charges. While wearing or holding
the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target
Magic Items
Dungeon Master’s Guide
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
).
Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeleton;Skeletons and 15 Zombie;Zombies. These Undead magically rise up from the ground or otherwise form in
Spells
Player’s Handbook
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
Magic Items
Dungeon Master’s Guide
on Initiative rolls.
Necrotic Reduction. As a Magic action, you can target one creature you can see within 5 feet of yourself. The target makes a DC 18 Constitution saving throw, taking 7d6 Necrotic
damage on a failed save or half as much damage on a successful one. A creature reduced to 0 Hit Points by this damage is transformed into green slime (see chapter 3) that covers the ground in its
Monsters
Dragonlance: Shadow of the Dragon Queen
slaad tadpole. In the 24-hour period before the tadpole is born, the host feels unwell; its speed is halved; and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the
tadpole chews its way through vital organs and out of the host’s chest in 1 round, killing the host in the process.
If the disease is cured before the tadpole’s emergence, the tadpole
Equipment
, and you descend 60 feet per round and take no damage from falling. When you are 10 feet away from the ground, roll a d20. If you roll a 5 or less, the parachute gives out, and you begin to fall normally.
Spells
Elemental Evil Player's Companion
0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
Monsters
Bigby Presents: Glory of the Giants
no more rocks to throw.
Erupting Horns (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Erupting Horns"}. The stalker causes the earth to churn at a point on the ground it
as his hunting grounds. Stone giants can become mesmerized by the demon lord’s mazes and enter his service. These giants can continue pursuing art by crafting mazes, while satiating their
Magic Items
Dragonlance: Shadow of the Dragon Queen
begins to crumble. If the crumbling citadel is in the air, it descends at a rate of 30 feet per round, or 300 feet per minute. Any creature on the citadel or on the ground within 120 feet of the citadel
flying citadel helm to move the citadel through the air, up to 80 feet per round, or up to 8 miles per hour.
You can steer the citadel, albeit in a somewhat clumsy fashion, in much the way that a rudder
Monsters
Guildmasters’ Guide to Ravnica
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
Monsters
Ghosts of Saltmarsh
"} poison damage.Found in Danger at Dunwater, these strange reptiles have a head at either end of their serpentine bodies, each one equipped with venomous fangs. To move, an amphisbaena uses one head to grip the neck of its other head, forming a hoop that rolls over the ground.
Spells
Xanathar's Guide to Everything
hair, and you gain the following benefits:
You gain 10 temporary hit points.
You make Constitution saving throws with advantage.
You make Dexterity- and Wisdom-based attack rolls with advantage.
While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
of 120 feet.
You make Strength-based attack rolls with advantage.
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree. Your skin appears barky, leaves sprout from your
Monsters
Out of the Abyss
weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing
damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.Pseudopod. Melee
Monsters
Planescape: Adventures in the Multiverse
Instinctive Reflexes. The conduit has advantage on initiative rolls, and it can’t have disadvantage on attack rolls.
Unarmored Defense. While the conduit is wearing no armor and wielding no
reactions per round but only one per turn.
Deflect Attack. In response to being hit by an attack roll, the conduit partially deflects the blow. The damage the conduit takes from the attack is reduced by 1d10
Monsters
Mordenkainen Presents: Monsters of the Multiverse
allows her mortal followers to live out their lives provided they continue to hone their talents to increase their value. As a result, Zariel’s servants are universally effective, disciplined, and
. Zariel prefers to create images of intruders’ loved ones being burned alive. Zariel doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each
Monsters
Mordenkainen Presents: Monsters of the Multiverse
weapon the target is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to
Juiblex chooses within the lair. The slime disintegrates after 1 hour.
Slippery Slime. Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. When
Monsters
Out of the Abyss
. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
Nonmagical ammunition made of metal or wood that
hits the pudding is destroyed after dealing damage.
The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. The pudding can climb difficult surfaces, including
Monsters
Tales from the Yawning Portal
weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing
damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Reduced Threat
Monsters
Tales from the Yawning Portal
weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing
damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.Pseudopod. Melee
Monsters
Divine Contention
underground city known as Southkrypt. For centuries, Kryptgarden Forest has been the home and hunting ground of the ancient female green dragon Claugiyliamatar, better known to many as Old Gnawbone. She
-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw
Monsters
Bigby Presents: Glory of the Giants
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Glacial Upheaval"}. The scion digs its hands into the ground at a point it can see within 30 feet of itself and launches a magically conjured mass of
much damage and is pushed to the nearest unoccupied space outside the cylinder with no additional effects.
At the start of the scion’s next turn, a mass of ice plummets to the ground on a point
Monsters
Princes of the Apocalypse
stand and move on liquid surfaces as if they were solid ground.
Watery Fall. When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Anything he was wearing
, without using components or a spell slot. He can’t cast the same spell two rounds in a row, but he can continue to concentrate on a spell he previously cast using a lair action. He can take no other
Monsters
Out of the Abyss
. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
Nonmagical ammunition made of metal or wood that
hits the pudding is destroyed after dealing damage.
The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. The pudding can climb difficult surfaces, including
Monsters
Waterdeep: Dungeon of the Mad Mage
weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing
damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Enlarge
Monsters
Waterdeep: Dungeon of the Mad Mage
. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
Nonmagical ammunition made of metal or wood that
hits the pudding is destroyed after dealing damage.
The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. The pudding can climb difficult surfaces, including