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Returning 34 results for 'minus start'.
Other Suggestions:
minute start
miles start
Monsters
Monster Manual
":"Poison"} Poison damage, and the target takes a −2 penalty to AC until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Poison
regains all expended uses at the start of each of its turns.
Mind Invasion. The dragon uses Spellcasting to cast Mind Spike (level 3 version).
Noxious Miasma. Constitution Saving Throw: DC 17, each
Monsters
Monster Manual
", "rollDamageType":"Poison"} Poison damage, and the target takes a −2 penalty to AC until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Poison
actions. The dragon regains all expended uses at the start of each of its turns.
Mind Invasion. The dragon uses Spellcasting to cast Mind Spike (level 5 version).
Noxious Miasma. Constitution Saving
Spells
Player’s Handbook
15
+2
+2
Mod
Save
INT
4
−3
−3
WIS
14
+2
+2
CHA
3
−4
−4
Senses Darkvision 60 ft., Passive Perception 12
ft. Hit: 1d10 + 3 plus the spell’s level Bludgeoning damage, and the target’s Speed is reduced to 0 until the start of the insect’s next turn.
Bonus Actions
Venomous Spew (Centipede
Spells
Player’s Handbook
;
Mod
Save
STR
16
+3
+3
DEX
10
+0
+0
CON
15
+2
+2
Mod
Save
INT
16
+3
+3
WIS
10
+0
+0
CHA
6
−2
−2
(Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.
Whispering Aura (Mind Flayer Only). At the start of each of the spirit’s turns, the spirit
Spells
Player’s Handbook
INT
4
−3
−3
WIS
10
+0
+0
CHA
9
−1
−1
Immunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive
, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn
Spells
Player’s Handbook
−3
−3
Resistances Poison
Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands the languages
Throw: DC equals your spell save DC, the target. Failure: Until the start of its next turn, the target can’t make Opportunity Attack;Opportunity Attacks, and its Speed is halved.
Actions
Monsters
Tomb of Annihilation
a permanent and cumulative −1 penalty to the AC it offers, and the zorbo gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Foul. Any creature other than an Ooze that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature’s next turn
.
Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of its next turn. Juiblex dies only if it
Juiblex
Legacy
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Monsters
Out of the Abyss
Foul. Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature’s next
. Juiblex’s weapon attacks are magical.
Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Regeneration. The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or a body of running water. If the spawn takes acid, fire
, or radiant damage, this trait doesn’t function at the start of the spawn’s next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate
Monsters
Ghosts of Saltmarsh
restrained, it has total cover against attacks and other effects outside the kraken, and it takes 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollDamageType":"acid"} acid damage at the start
at the end of another creature’s turn. The kraken regains spent legendary actions at the start of its turn.
Tentacle Attack (Costs 2 Actions). The kraken makes one tentacle attack.
Fling. The
Monsters
Storm King's Thunder
start of each of the kraken's turns.
If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that
only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. Slarkrethel makes one tentacle attack or uses its Fling
Summon Undead
Legacy
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Spells
Tasha’s Cauldron of Everything
)
INT
4 (−3)
WIS
10 (+0)
CHA
9 (−1)
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft
turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.
Incorporeal Passage (Ghostly Only). The spirit
Spells
Tasha’s Cauldron of Everything
Points 35 + 15 for each spell level above 3rd
Speed 40 ft.
STR
13 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
4 (−3)
WIS
10 (+0)
CHA
16 (+3)
Damage Resistances necrotic
has its speed reduced by 20 feet until the start of that creature’s next turn.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down
Monsters
Storm King's Thunder
regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The
elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from
choose to take a −5 penalty to the attack roll. If the attack hits, the target’s speed is reduced by 10 feet (to a minimum speed of 10 feet). This effect lasts until the start of your next turn.
You can only use one of these strikes per attack.
proficient with, you can choose to take a −5 penalty to the attack roll. If the attack hits, the target has disadvantage on the next attack roll it makes before the end of its next turn.
Torso
magic-items
saving throw. On a failed save, a target takes 3d8 Poison damage and has the Poisoned condition until the start of your next turn. A creature that fails this save by 5 or more also has the
so, you must succeed on a DC 10 Constitution saving throw or your Hit Point maximum decreases by 5.
Fungal Curse. You have a −1 penalty to Constitution saving throws. This penalty increases by 1 immediately after you succeed or fail on the saving throw from the Regrow property.
Kraken
Legacy
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Monsters
Basic Rules (2014)
":"12d6","rollType":"damage","rollAction":"Bite","rollDamageType":"acid"} acid damage at the start of each of the kraken's turns.
If the kraken takes 50 damage or more on a single turn from a creature
be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. The kraken makes one tentacle attack
monsters
", "rollDamageType":"Acid"} Acid damage, and the target takes a −2 penalty to AC until the end of the abomination’s next turn.
Spellcasting. The abomination casts one of the following spells, requiring
Action Uses: 3. Immediately after another creature’s turn, the abomination can expend a use to take one of the following actions. The abomination regains all expended uses at the start of each of its
Ancient Blue Dragon
Legacy
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Monsters
Basic Rules (2014)
end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail
statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
Hidden sinkholes form in and around the dragon’s lair. A
Adult Blue Dragon
Legacy
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Monsters
Basic Rules (2014)
of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack
statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
Hidden sinkholes form in and around the dragon’s lair. A
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters are free to keep whatever treasure they find, minus a 10 percent finder’s fee to be paid to Bannik and one specific item to be delivered to the margrave: Daoud’s Wondrous Lanthorn (see
Mountains and a scrap of parchment scribed with the following verse: The horn of Iggwilv
Pierces the heart—
Look over your shoulders
Before you start.
How many sorrowed,
Fooled again
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters are free to keep whatever treasure they find, minus a 10 percent finder’s fee to be paid to Bannik and one specific item to be delivered to the margrave: Daoud’s Wondrous Lanthorn (see
Mountains and a scrap of parchment scribed with the following verse: The horn of Iggwilv
Pierces the heart—
Look over your shoulders
Before you start.
How many sorrowed,
Fooled again
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
is interrupted and she’ll be forced to start over. An incomplete ritual yields no insight into Lulu’s memories. As the hag initiates the ritual, the characters sense the telepathic bond forming
to proceed to the next dream in the sequence. If all the characters fall unconscious, the dream quest ends. Mad Maggie can start over once the characters have regained consciousness and recovered from
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
is interrupted and she’ll be forced to start over. An incomplete ritual yields no insight into Lulu’s memories. As the hag initiates the ritual, the characters sense the telepathic bond forming
to proceed to the next dream in the sequence. If all the characters fall unconscious, the dream quest ends. Mad Maggie can start over once the characters have regained consciousness and recovered from
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
take 22 (4d10) fire damage and have the blinded condition until the start of the creature’s next turn. On a successful save, the creature takes half as much damage only. Brimskarda and Theldin wear
on her belt. Treasure. Brimskarda carries everything she owns in a leather bag on her belt. The sack contains three boulders (minus any she’s already thrown), a giant-sized leather apron stained with
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
take 22 (4d10) fire damage and have the blinded condition until the start of the creature’s next turn. On a successful save, the creature takes half as much damage only. Brimskarda and Theldin wear
on her belt. Treasure. Brimskarda carries everything she owns in a leather bag on her belt. The sack contains three boulders (minus any she’s already thrown), a giant-sized leather apron stained with
Magic Items
Infernal Machine Rebuild
becomes intensely acidic to you. If you are submerged in water, you take 1d6 acid damage at the start of each of your turns, and drinking pure water causes you to be poisoned for 1 hour.
19
A
a water-filled pit trap ahead, and so on.
You take a −5 penalty to initiative rolls.
42
Whenever you roll a 1 on a d20, you have advantage on your next d20 roll.
Whenever you roll a 1
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
feature. To start, choose three level 1 Wizard spells. Charm Person, Disguise Self, and Fog Cloud are recommended. The number of spells on your list increases as you gain Rogue levels, as shown in
first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
feature. To start, choose three level 1 Wizard spells. Charm Person, Disguise Self, and Fog Cloud are recommended. The number of spells on your list increases as you gain Rogue levels, as shown in
first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. These are harmless glowing cave fish, but it takes a successful DC 12 Intelligence (Nature) or Wisdom (Survival) check to recognize that. The fish immediately start to bite any exposed skin of a
record them on your balance sheet at the original cost minus depreciation due to the minor dismemberment or occasional consumption of staff.
— Môrgæn
Ahghairon’s Dragonward. Waterdeep is protected by
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wights (one per coffin), minus any that have been teleported away (see “Teleport Traps” at the start of this section). Lifting a coffin’s lid requires an action and a successful DC 15 Strength check
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. These are harmless glowing cave fish, but it takes a successful DC 12 Intelligence (Nature) or Wisdom (Survival) check to recognize that. The fish immediately start to bite any exposed skin of a
record them on your balance sheet at the original cost minus depreciation due to the minor dismemberment or occasional consumption of staff.
— Môrgæn
Ahghairon’s Dragonward. Waterdeep is protected by
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wights (one per coffin), minus any that have been teleported away (see “Teleport Traps” at the start of this section). Lifting a coffin’s lid requires an action and a successful DC 15 Strength check






