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Returning 35 results for 'creatures was rerolling'.
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Magic Items
Divine Contention
.
The wielder rolls on the chart* for the wand of wonder three times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any
. As an action, the wielder can hurl the grenade up to 120 feet. At the end of their turn, the grenade explodes. All creatures within 60 feet of the grenade when it explodes suffer the following effects
Prismatic Spray
Legacy
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Spells
Basic Rules (2014)
is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures
are usually cast into the Astral or Ethereal planes.)
Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Desert Encounters For each day the characters spend in the desert, roll on the Desert of Desolation Encounters table to determine what the characters encounter, rerolling duplicates. Desert of
Desolation Encounters d6 Encounter 1 Two bulettes with sandstone-textured carapaces burrow up from the dunes and attack. The bulettes focus on mounts and Small creatures in the party (if any), seeking
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Desert Encounters For each day the characters spend in the desert, roll on the Desert of Desolation Encounters table to determine what the characters encounter, rerolling duplicates. Desert of
Desolation Encounters d6 Encounter 1 Two bulettes with sandstone-textured carapaces burrow up from the dunes and attack. The bulettes focus on mounts and Small creatures in the party (if any), seeking
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, rerolling or ignoring results that have already occurred. FAILURE IS AN OPTION
If the characters failed to recover a significant number of components from either site in the past—and assuming you don’t
the creatures closest to it.
56–65 The Infernal Machine comes to life, summoning a CR 10 monster (your choice) that attacks the creatures closest to it.
66–70 A spellcaster fighting for
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, rerolling or ignoring results that have already occurred. FAILURE IS AN OPTION
If the characters failed to recover a significant number of components from either site in the past—and assuming you don’t
the creatures closest to it.
56–65 The Infernal Machine comes to life, summoning a CR 10 monster (your choice) that attacks the creatures closest to it.
66–70 A spellcaster fighting for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the item. G3: Tight Passage A narrow crack spans the cave wall here. The opening is only big enough for
and bloodstained branches.
A territorial Owlbear lairs in this den. The Hostile owlbear fights all other creatures on sight. Ledge. At the chamber’s south end, a ledge 10 feet above the floor marks
Compendium
- Sources->Dungeons & Dragons->Divine Contention
times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any effects that would affect the wielder of the wand instead
120 feet. At the end of their turn, the grenade explodes. All creatures within 60 feet of the grenade when it explodes suffer the following effects:
Each creature must make a DC 15 Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the item. G3: Tight Passage A narrow crack spans the cave wall here. The opening is only big enough for
and bloodstained branches.
A territorial Owlbear lairs in this den. The Hostile owlbear fights all other creatures on sight. Ledge. At the chamber’s south end, a ledge 10 feet above the floor marks
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
. Once detected, the pit can be safely avoided by sidling along its perimeter.
Escaping the Pit. The pit’s walls have cracks big enough to serve as handholds, allowing trapped creatures to climb out
attitude toward the characters: Friendly, Hostile, or Indifferent (see the D&D Beyond Basic Rules). Regardless, creatures defend themselves in combat.
As an Influence action, a character can
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
log rolls down an incline, flattening creatures in its path. As an action, a creature within 5 feet of the stationary log can push it down the stairs. The log tumbles down the incline in a straight
. Scattered among the furs on the floor are 25 GP and one magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the item. H6: Boss’s Chamber A heap of thick animal
Compendium
- Sources->Dungeons & Dragons->Divine Contention
times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any effects that would affect the wielder of the wand instead
120 feet. At the end of their turn, the grenade explodes. All creatures within 60 feet of the grenade when it explodes suffer the following effects:
Each creature must make a DC 15 Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
. Once detected, the pit can be safely avoided by sidling along its perimeter.
Escaping the Pit. The pit’s walls have cracks big enough to serve as handholds, allowing trapped creatures to climb out
attitude toward the characters: Friendly, Hostile, or Indifferent (see the D&D Beyond Basic Rules). Regardless, creatures defend themselves in combat.
As an Influence action, a character can
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, causing creatures to have disadvantage on Wisdom (Perception) checks that rely on sight. Threats lurk amid the wilds. For every 3 miles the party travels, roll on the Weeping Paths Encounters table
random character. Creatures in this sphere must succeed on a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failure, or half as much on a success. The miasma is stationary and
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Carrion Crawler clings to the hall’s ceiling. It is Hostile toward all other creatures and fights them on sight. C5: Wizard’s Laboratory Luca Bancone Esoteric apparatuses and strange reagents line
(rerolling duplicates) to determine the item. C7: Storage Room The door to this room is locked. The key can be found in the laboratory (area C5). As a Utilize action, a character can pick the lock with a
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Carrion Crawler clings to the hall’s ceiling. It is Hostile toward all other creatures and fights them on sight. C5: Wizard’s Laboratory Luca Bancone Esoteric apparatuses and strange reagents line
(rerolling duplicates) to determine the item. C7: Storage Room The door to this room is locked. The key can be found in the laboratory (area C5). As a Utilize action, a character can pick the lock with a
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
log rolls down an incline, flattening creatures in its path. As an action, a creature within 5 feet of the stationary log can push it down the stairs. The log tumbles down the incline in a straight
. Scattered among the furs on the floor are 25 GP and one magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the item. H6: Boss’s Chamber A heap of thick animal
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, causing creatures to have disadvantage on Wisdom (Perception) checks that rely on sight. Threats lurk amid the wilds. For every 3 miles the party travels, roll on the Weeping Paths Encounters table
random character. Creatures in this sphere must succeed on a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failure, or half as much on a success. The miasma is stationary and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Fallen Angels The angels can communicate, albeit in a limited fashion, with living creatures that touch them. A character who makes physical contact with an angel (even through gloves or some other
protective covering) knows that angel’s name and experiences the effect described below. If you wish, you can roll a d8 to determine which angel a character touches, rerolling any repeat results
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Fallen Angels The angels can communicate, albeit in a limited fashion, with living creatures that touch them. A character who makes physical contact with an angel (even through gloves or some other
protective covering) knows that angel’s name and experiences the effect described below. If you wish, you can roll a d8 to determine which angel a character touches, rerolling any repeat results
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
. These flying pests subsist on a diet of fresh blood. The stirges avoid the minotaur, but they are Hostile toward all other creatures. Bright Light or any noise louder than a whisper wakes the stirges
contains 120 GP and one magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the item. Wayne England
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
. These flying pests subsist on a diet of fresh blood. The stirges avoid the minotaur, but they are Hostile toward all other creatures. Bright Light or any noise louder than a whisper wakes the stirges
contains 120 GP and one magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the item. Wayne England
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dissipates, leaving behind only a transformed heart or other organ.
4 Roll on the Wild Magic Surge table in the “Sorcerer” section of the Player’s Handbook, rerolling any inappropriate result.
5 A
shakes the earth within 6 miles of the lair. Wildlife Changes. Creatures previously attracted by the dragon’s presence undergo sharp behavioral changes, perhaps attacking any creatures they see or
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dissipates, leaving behind only a transformed heart or other organ.
4 Roll on the Wild Magic Surge table in the “Sorcerer” section of the Player’s Handbook, rerolling any inappropriate result.
5 A
shakes the earth within 6 miles of the lair. Wildlife Changes. Creatures previously attracted by the dragon’s presence undergo sharp behavioral changes, perhaps attacking any creatures they see or
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Barricade” sidebar). The cube is Hostile toward all other creatures and fights them on detection. Clever characters might be able to lure the cube out of the cave through the entrance to area F1, shutting
. Treasure. The chest includes stolen goods: fine furs worth 75 GP, a pouch containing 20 GP, and one magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
created to oppose creatures of a particular type, such as Aberrations or Dragons. 3 Heroic. A great hero once wielded this item. Anyone who knows the item’s history expects great deeds from the new
specific location. 11–12 Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. 13 Songcraft. Whenever this
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
created to oppose creatures of a particular type, such as Aberrations or Dragons. 3 Heroic. A great hero once wielded this item. Anyone who knows the item’s history expects great deeds from the new
specific location. 11–12 Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. 13 Songcraft. Whenever this
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
perch ten feet above the cave floor.
Cindertooth, a Red Dragon Wyrmling, dwells in this cavern. The dragon is Hostile toward creatures other than Oggdug. When Cindertooth notices the characters, he
once on the Magic Items table in appendix A (rerolling duplicates) to determine the item. The dragon fights any creature that steals from its hoard. Brian Valeza
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Barricade” sidebar). The cube is Hostile toward all other creatures and fights them on detection. Clever characters might be able to lure the cube out of the cave through the entrance to area F1, shutting
. Treasure. The chest includes stolen goods: fine furs worth 75 GP, a pouch containing 20 GP, and one magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
perch ten feet above the cave floor.
Cindertooth, a Red Dragon Wyrmling, dwells in this cavern. The dragon is Hostile toward creatures other than Oggdug. When Cindertooth notices the characters, he
once on the Magic Items table in appendix A (rerolling duplicates) to determine the item. The dragon fights any creature that steals from its hoard. Brian Valeza
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
random, roll a d8 three times (rerolling duplicate results) to determine which three wires shut down that particular psipod, then roll a d8 for each wire that is disconnected to see if it’s one of the
correct ones. Disconnecting a wrong wire triggers a magical surge that targets all creatures within 5 feet of the psipod except the one inside it. A targeted creature must make a DC 17 Wisdom saving