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Returning 5 results for 'efreeti rolling'.
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efreet rolling
Magic Items
Dungeon Master’s Guide
creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on
-58
Dao
59
Deva
60-61
Djinni
62-63
Efreeti
64-65
Erinyes
66-67
Fomorian
68
Githyanki Knight
69
Githzerai Zerth
70-71
Glabrezu
72-74
Hezrou
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Visitors Klax’s traders and Vrakir himself are visitors rather than full-time occupants. You can determine whether Vrakir and the traders are present by rolling a d10 and a d20. A result of 1 or 2 on
on how challenging you want the heist to be. The efreeti keeps his own schedule, and not even his most trusted servants know when or where he will appear next.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling
Efreeti 64–65 Erinyes 66–67 Fomorian 68 Githyanki Knight 69 Githzerai Zerth 70–71 Glabrezu 72–74 Hezrou 75 Incubus 76–77 Invisible Stalker 78–79 Marid 80 Marilith 81–82 Mezzoloth 83–84 Nalfeshnee 85–86
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling
Efreeti 64–65 Erinyes 66–67 Fomorian 68 Githyanki Knight 69 Githzerai Zerth 70–71 Glabrezu 72–74 Hezrou 75 Incubus 76–77 Invisible Stalker 78–79 Marid 80 Marilith 81–82 Mezzoloth 83–84 Nalfeshnee 85–86
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
flying from Emad’s shop measures 4 feet by 6 feet, has a capacity of 400 pounds, and has a flying speed of 60 feet. It can accommodate two Medium or Small creatures. After rolling initiative, each
can avoid rolling on the table again if you don’t move this turn. 7–10 No complication Ending the Chase The chase ends when either side gives up the chase, when the Ashen Heirs escape, or when the