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Returning 35 results for 'conviction requiring gar to have rolling'.
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Monsters
Monster Manual
":"Chaos Claw", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll
", "rollAction":"Chaos Claw"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material
Monsters
Monster Manual
, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Chaos Staff"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4
, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14):
At Will: Detect Magic, Detect
Monsters
Monster Manual
", "rollAction":"Chaos Blade", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType
":"roll", "rollAction":"Chaos Blade"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26):
At will: alter self (can become Medium when changing her appearance), detect
this creature hits with an attack roll that isn’t a critical hit, it can turn the hit into a critical hit.
Infernal Tactics. Immediately after rolling initiative, this creature can choose
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
Innate Spellcasting. Zuggtmoy’s spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:
At will: detect magic, locate
infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness
Monsters
The Book of Many Things
Devotion’s Call (1/Day). The medusa can cast the Resurrection spell, requiring no material components and using Wisdom as the spellcasting ability.
Legendary Resistance (4/Day). If the medusa
.
Spellcasting. The medusa casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 20):
At will: Light, Spare the Dying, Thaumaturgy
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, a process requiring a month.
Sneak Attack. The knight deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Gar Shatterkeel Gar Shatterkeel is the water prophet of Elemental Evil and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
bring the aboleth sacrifices, and when they lack a proper sacrifice, they willingly feed themselves to their hungry god. Yngukulub obeys Gar Shatterkeel because it awaits the day when Olhydra drowns
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, a process requiring a month.
Sneak Attack. The knight deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Gar Shatterkeel Gar Shatterkeel is the water prophet of Elemental Evil and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
bring the aboleth sacrifices, and when they lack a proper sacrifice, they willingly feed themselves to their hungry god. Yngukulub obeys Gar Shatterkeel because it awaits the day when Olhydra drowns
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
trapdoor in the floor of the corridor, requiring a successful DC 20 Wisdom (Perception) check to find. The trapdoor opens onto a steep flight of narrow stairs that spiral down to a 5-foot-wide tunnel
unconscious for 2d4 × 10 minutes. Rolling Stone. Every 10 minutes after the gas is released, roll a d4. On a roll of 4, a stone juggernaut (rather like a steam roller) comes out of the 20-foot-square
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
trapdoor in the floor of the corridor, requiring a successful DC 20 Wisdom (Perception) check to find. The trapdoor opens onto a steep flight of narrow stairs that spiral down to a 5-foot-wide tunnel
unconscious for 2d4 × 10 minutes. Rolling Stone. Every 10 minutes after the gas is released, roll a d4. On a roll of 4, a stone juggernaut (rather like a steam roller) comes out of the 20-foot-square
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Roll: +8, reach 10 ft. Hit: 9 (1d10 + 4) Slashing damage plus 11 (2d10) Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4: on a 1, Charmed
; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Roll: +8, reach 10 ft. Hit: 9 (1d10 + 4) Slashing damage plus 11 (2d10) Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4: on a 1, Charmed
; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Euryale’s story and unwavering conviction. These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They gather and
) Proficiency Bonus +6
Devotion’s Call (1/Day). The medusa can cast the Resurrection spell, requiring no material components and using Wisdom as the spellcasting ability.
Legendary Resistance (4/Day
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Euryale’s story and unwavering conviction. These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They gather and
) Proficiency Bonus +6
Devotion’s Call (1/Day). The medusa can cast the Resurrection spell, requiring no material components and using Wisdom as the spellcasting ability.
Legendary Resistance (4/Day
Compendium
- Sources->Dungeons & Dragons->Monster Manual
condition determined by rolling 1d4: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material
Compendium
- Sources->Dungeons & Dragons->Monster Manual
condition determined by rolling 1d4: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Melee Attack Roll: +9, reach 10 ft. Hit: 11 (1d12 + 5) Slashing damage plus 10 (3d6) Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4: on
a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material components and using Charisma as the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Melee Attack Roll: +9, reach 10 ft. Hit: 11 (1d12 + 5) Slashing damage plus 10 (3d6) Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4: on
a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material components and using Charisma as the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
region. Consider rolling on the Blessed Radiance Effects table when the following circumstances occur in the region: A creature succeeds on a saving throw compelled by the abilities of a fiend or an
without expending a spell slot and requiring no material components. 79–84 The effects of a hallow spell (save DC 17), with one of its extra effects (DM’s choice), settle over the region for 24 hours
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
region. Consider rolling on the Blessed Radiance Effects table when the following circumstances occur in the region: A creature succeeds on a saving throw compelled by the abilities of a fiend or an
without expending a spell slot and requiring no material components. 79–84 The effects of a hallow spell (save DC 17), with one of its extra effects (DM’s choice), settle over the region for 24 hours
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
rotation in the “Preparation” section know two guards are posted in the lobby, seven guards patrol the first floor of the vault, and no guards patrol upstairs. Rather than requiring you to track each
the vault. For 1 hour after an alarm sounds, when rolling to determine if a guard is present in a room, roll two dice instead of one; if either result is a 1, a guard is present. Additionally, the DC
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
plunder its hoard: 4d6 × 1,000 gp, 5d6 × 100 pp, 3d6 500 gp gems, and 1d6 magic items (determine each one by rolling on Magic Item Table C in chapter 7 of the Dungeon Master’s Guide). Demons One or
exits, requiring the characters to hack or blast their way through (or find a route around). d6 Fungi 1 1d6 gas spores 2 1d6 violet fungi 3–4 3d6 edible fungi (choose from the varieties in “Fungi
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind
feature Your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
rotation in the “Preparation” section know two guards are posted in the lobby, seven guards patrol the first floor of the vault, and no guards patrol upstairs. Rather than requiring you to track each
the vault. For 1 hour after an alarm sounds, when rolling to determine if a guard is present in a room, roll two dice instead of one; if either result is a 1, a guard is present. Additionally, the DC
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
plunder its hoard: 4d6 × 1,000 gp, 5d6 × 100 pp, 3d6 500 gp gems, and 1d6 magic items (determine each one by rolling on Magic Item Table C in chapter 7 of the Dungeon Master’s Guide). Demons One or
exits, requiring the characters to hack or blast their way through (or find a route around). d6 Fungi 1 1d6 gas spores 2 1d6 violet fungi 3–4 3d6 edible fungi (choose from the varieties in “Fungi
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the NPCs directly, thereby requiring the players’ NPCs to act. Treasure Drufi’s ivory horn is worth 750 gp intact. The frost giant also has fifteen 100 gp gemstones set into her helm that can be pried
loose. Each other frost giant carries a sack that holds 1d6 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction, as well as 1d4 art objects worth 25 gp each
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the NPCs directly, thereby requiring the players’ NPCs to act. Treasure Drufi’s ivory horn is worth 750 gp intact. The frost giant also has fifteen 100 gp gemstones set into her helm that can be pried
loose. Each other frost giant carries a sack that holds 1d6 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction, as well as 1d4 art objects worth 25 gp each
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
.
Challenge 23 (50,000 XP)
Innate Spellcasting. Zuggtmoy’s spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:
At will
failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
.
Challenge 23 (50,000 XP)
Innate Spellcasting. Zuggtmoy’s spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:
At will
failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind
feature Your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
requiring the player-controlled NPCs to act. Vonindod Fragment Ildmane clutches a rod of the Vonindod, which guides her to area T2. When the fire giants arrive there, they use their greatswords like
sack holding 1d6 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction, and a ruby pendant (worth 750 gp). The magmins and the orcs have no treasure. Each orog
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
requiring the player-controlled NPCs to act. Vonindod Fragment Ildmane clutches a rod of the Vonindod, which guides her to area T2. When the fire giants arrive there, they use their greatswords like
sack holding 1d6 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction, and a ruby pendant (worth 750 gp). The magmins and the orcs have no treasure. Each orog
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26):
At will: alter self (can become Medium when changing her appearance
with an attack roll that isn’t a critical hit, it can turn the hit into a critical hit.
Infernal Tactics. Immediately after rolling initiative, this creature can choose itself and up to three allies it