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Returning 17 results for 'cord when round'.
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Monsters
Curse of Strahd
lower. If it has no spent spell slots of that level or lower, nothing happens.
Exethanter targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Exethanter
remaining damage. This tether lasts until initiative count 20 on the next round or until Exethanter or the target is no longer in the Exethanter’s lair.
Exethanter calls forth the spirits of
Monsters
Tomb of Annihilation
slots of that level or lower, nothing happens.
The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes
initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair.
The lich calls forth the spirits of creatures that died in its lair. These apparitions
Monsters
Waterdeep: Dungeon of the Mad Mage
slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy
takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair.
The lich calls forth the spirits of
Lich
Legacy
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Monsters
Basic Rules (2014)
see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save
, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
that level or lower. If it has no spent spell slots of that level or lower, nothing happens. The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers
remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair. The lich calls forth the spirits of creatures that
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
that level or lower. If it has no spent spell slots of that level or lower, nothing happens. The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers
remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair. The lich calls forth the spirits of creatures that
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the cylinder. Its body is wet and malformed, its arms and legs are atrophied, and its oversized head drips black goo. The creature is attached to the cylinder by a twisted umbilical cord.
The
. Any creature that falls into the lava or starts its turn there takes 55 (10d10) fire damage. Any object that falls into the lava takes damage on initial contact and once per round thereafter until it
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the cylinder. Its body is wet and malformed, its arms and legs are atrophied, and its oversized head drips black goo. The creature is attached to the cylinder by a twisted umbilical cord.
The
. Any creature that falls into the lava or starts its turn there takes 55 (10d10) fire damage. Any object that falls into the lava takes damage on initial contact and once per round thereafter until it
Magic Items
Infernal Machine Rebuild
, a supply of which can always be produced from the machine’s inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the
cut an astral projection’s silvery cord—the user suffers a sudden burst of feedback from the machine that kills them instantly.
Any effect of the Infernal Machine that requires
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
casks of the end product. North Central Chamber. Two goblin commoners currently repair dirty goblin armor with cord, iron needles, leather patches, and other crude implements of tailoring. South Central
, also attracts 1d4 - 1 twig blights (minimum 0) each round. Development. If the characters get to area 56 before all the twig blights have engaged, the rest of the monsters hold off their attacks
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
gelatinous cube with these changes: It is immune to all damage and conditions. Its reach is 10 feet. Each round, the ooze can make one attack against each creature within its reach: a pseudopod attack against
shackles to the coffin, and can be recognized as a form of astral silver cord with a successful DC 15 Intelligence (Arcana) check. If the high priest is disconnected (most easily by extracting the helmet
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
casks of the end product. North Central Chamber. Two goblin commoners currently repair dirty goblin armor with cord, iron needles, leather patches, and other crude implements of tailoring. South Central
, also attracts 1d4 - 1 twig blights (minimum 0) each round. Development. If the characters get to area 56 before all the twig blights have engaged, the rest of the monsters hold off their attacks
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
gelatinous cube with these changes: It is immune to all damage and conditions. Its reach is 10 feet. Each round, the ooze can make one attack against each creature within its reach: a pseudopod attack against
shackles to the coffin, and can be recognized as a form of astral silver cord with a successful DC 15 Intelligence (Arcana) check. If the high priest is disconnected (most easily by extracting the helmet
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
don’t prompt the statue to attack. Combat in this area alerts Peluze, the Incubus in area T3, who joins the fight on Initiative count 0 (losing Initiative ties) on the third round. T3: Nave The temple’s
work. Treasure. Drule carries a key to the high altar (area T9) on a cord around his neck. If he hasn’t used it in combat, Drule carries a Bead of Force (see appendix A) in his breast pocket. T7: East
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
don’t prompt the statue to attack. Combat in this area alerts Peluze, the Incubus in area T3, who joins the fight on Initiative count 0 (losing Initiative ties) on the third round. T3: Nave The temple’s
work. Treasure. Drule carries a key to the high altar (area T9) on a cord around his neck. If he hasn’t used it in combat, Drule carries a Bead of Force (see appendix A) in his breast pocket. T7: East
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Lock spells seal these doors, beyond which are repositories for the library’s most valuable or scandalous works. Next to each scribe’s desk is a pull cord hanging through a hole in the ceiling. A tug
Assassin), speak multiple languages and use humor to raise spirits and diffuse tensions. Olaf can almost always break up a fight before it starts, generally with a round of drinks for the instigators
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Lock spells seal these doors, beyond which are repositories for the library’s most valuable or scandalous works. Next to each scribe’s desk is a pull cord hanging through a hole in the ceiling. A tug
Assassin), speak multiple languages and use humor to raise spirits and diffuse tensions. Olaf can almost always break up a fight before it starts, generally with a round of drinks for the instigators