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Returning 35 results for 'could word round'.
Other Suggestions:
could world rune
could world runs
could world rough
could world roused
could world resound
Monsters
Tyranny of Dragons
within 5 feet of Diderius must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.
Blasphemous Word (Costs 2 Actions). Diderius utters a blasphemous word. Each non
on the next round.
Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
Until initiative count 20 on the next round
Monsters
Candlekeep Mysteries
saving throw or be blinded until the end of her next turn.
Blasphemous Word (Costs 2 Actions). Valin utters a blasphemous word. Each non-undead creature within 10 feet of Valin that can hear the
on the next round.
Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
Until initiative count 20 on the next round
Monsters
Waterdeep: Dungeon of the Mad Mage
must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
Blasphemous Word (Costs 2 Actions). The mummy lord utters a blasphemous word. Each non
living creature within 120 feet of it until initiative count 20 on the next round.
Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the
Monsters
Keys from the Golden Vault
reactions per round but only one per turn.
Elemental Rebuke. In response to being hit by an attack, Charmayne utters a word in Ignan, dealing 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction
Monsters
Vecna: Eve of Ruin
reactions per round but only one per turn.
Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and
response to being hit by an attack, Vecna utters a fell word, dealing 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Fell Rebuke", "rollDamageType":"necrotic"} necrotic damage to
Monsters
Tyranny of Dragons
.
Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.
Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose
effects.
Magic Weapons. Tiamat’s weapon attacks are magical.
Multiple Heads. Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws
Monsters
Storm King's Thunder
, sending
2/day each: control weather (cast as 1 action), fly, ice storm
1/day each: arcane eye, chain lightning, feeblemind, foresight, locate creature, mass suggestion, nondetection, power word
from the kraken.
Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.
The water in the kraken’s lair becomes
Eversmoking Bottle
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles
per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
Blasphemous Word (Costs 2
Actions). The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or
Lich
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word
, 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
Valindra Shadowmantle
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Tomb of Annihilation
of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill
Turn Resistance. The lich has
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
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
altar or that they can be animated. Each limb has AC 10 and 50 hit points and can make one melee attack per round at a creature within 5 feet of it: +4 to hit; 6 (1d10 + 1) piercing damage. The room is
occupied by two mages and five cult fanatic who attack at the first sign of intruders. As an action, one of the mages screams the command word to activate the skeletal dragon limbs. If the cultist who
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
altar or that they can be animated. Each limb has AC 10 and 50 hit points and can make one melee attack per round at a creature within 5 feet of it: +4 to hit; 6 (1d10 + 1) piercing damage. The room is
occupied by two mages and five cult fanatics who attack at the first sign of intruders. As an action, one of the mages screams the command word to activate the skeletal dragon limbs. If the cultist
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10
minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10
minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. Left to Right: Eyes of Charming, Golden Lion, Ivory Goats, and Eversmoking Bottle
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
20 feet per round until it reaches the bottom of the shaft. If the word ku’lam (“rise”) is spoken, a creature rises 20 feet per round until reaching the top level. Movement stops immediately if the
levitate spell in effect, such that any creature that steps into the shaft (or that falls off the stairs) is suspended in midair. A creature that speaks the command word aluhal’kafion (“descend”) drops
Compendium
- Sources->Dungeons & Dragons->Monster Manual
attack those who speak a supposed command word. Deadly tapestries, furs, and similar items also use this stat block. Animated Rug of Smothering Large Construct, Unaligned
AC 12 Initiative +4 (14
turns. The rug can smother only one creature at a time.
While grappling the target, the rug can’t take this action, the rug halves the damage it takes (round down), and the target takes the same amount of damage.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Command 1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Command 1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
see torch flames fluttering on each side of the keep’s open main doors. Warm light spills out of the entrance, flooding the courtyard. High above the entrance is a round window with shards of broken
is magically activated by a word that only Strahd knows. It can also be activated with a successful casting of dispel magic (DC 14). Neither the drawbridge nor the portcullis will move until both latches are activated.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, roleplay them as you see fit. The mirror has two command words. Speaking the word “Khomara” while standing within 5 feet of the mirror deactivates or reactivates it. (The mirror can’t trap creatures
while deactivated.) Speaking the word “Blackfire” along with a cell number frees the creature trapped in that cell. Casting an identify spell on the mirror reveals its command words and magical
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Blood flows from Fazrian’s eyes until initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends. Fazrian’s eyes become smoldering
black voids until initiative count 20 on the next round. All other creatures within 120 feet of the planetar have disadvantage on saving throws until the effect ends. Blinding magical light springs from
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
eye ray is based on. Antimagic Cone: mirage arcane, power word stun (affecting the weakest non-stunned target in the cone each round) Charm Ray: banishment (1 minute), confusion (1 minute) Death Ray
Compendium
- Sources->Dungeons & Dragons->Monster Manual
remains. Ochre Jelly Leftovers 1d6 After a Meal, the Ochre Jelly Leaves Behind... 1 A bone etched with a word or an eerie symbol. 2 Broken dragonborn or tiefling horns. 3 An ornate prosthetic
the original jelly and acts on its Initiative. The original jelly’s Hit Points are divided evenly between the new jellies (round down).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
burns indefinitely. If taken from the area, it burns down normally. Secret Door. If Withers is watching, he tries to trap as many characters as he can in the cell by whispering a command word that
indefinitely until extinguished. If taken from the area, it burns down normally. Flood Trap. The water fills the cell at a rate of 1 foot per round, taking 10 rounds to fill the room. If the candle is left
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the road from Meletis known as the Guardian Way, the ruins of a round tower lie beside a rushing stream. This marks the greatest extent of ancient Setessa’s reach. A site of rich natural beauty, with
the forest. Myth of Nikaia the First Caryatid
A Setessan archer named Nikaia claimed that she could outshoot anyone, even Nylea. Word of this unwise boast spread, and in response Nylea appeared at
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
stop any small party of intruders coming up the trail, or harass and delay a larger group while sending word to the camp that trouble approaches. The veteran decides that he has enough of an advantage
(half as much damage on a successful save). The boulder attack constitutes the cultists’ surprise round. After that, they use ranged attacks until they are out of ammunition or the heroes force them
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
stop any small party of intruders coming up the trail, or harass and delay a larger group while sending word to the camp that trouble approaches. The veteran decides that he has enough of an
rocks (half as much damage on a successful save). The boulder attack constitutes the cultists’ surprise round. After that, they use ranged attacks until they are out of ammunition or the heroes force
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
fall unconscious during the fight, Professor Mavinda Sharpbeak (neutral good owlin Silverquill professor of radiance; see chapter 7) arrives on the scene at the start of the next round and finishes off
this incoming class! And what a bizarre occurrence. I can’t remember any of those old costume trunks ever bearing a hint of magic—let alone that manner of transmutation. I will be having a word with the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.
Blasphemous Word (Costs 2 Actions). The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16
row. Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round. Each undead in the lair has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. When the characters draw close, read the following: The screams of villagers, still evacuating onto boats, ring through the smoke of burning buildings. Among the screams rises an unbelievable word
elements of this battle. The boilerdrak is positioned on the scorched ground. The characters start the battle anywhere on the wharf. On the first round of battle, three draconians use their actions to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8
. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended. The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of
proficiencies of your choice. Level 2: Jack of All Trades You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn’t otherwise use
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended. The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of
of your choice. Level 2: Jack of All Trades You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn’t otherwise use
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Combat Does surprise happen outside the initiative order as a special surprise round? No, here’s how surprise works. The first step of any combat is this: the DM determines whether anyone in the
, initiative is rolled as normal. Then, the first round of combat starts, and the unsurprised combatants act in initiative order. A surprised creature can’t move or take an action or a reaction until its






