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Returning 35 results for 'next causing rolling pdf'.
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Monsters
Monster Manual
":"Chaos Claw", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaadâs next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll
Monsters
Monster Manual
ft. or range 60 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Chaos Staff", "rollDamageType":"Force"} Force damage. Until the start of the slaadâs next turn
, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Chaos Staff"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4
Monsters
Monster Manual
", "rollAction":"Chaos Blade", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaadâs next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType
Magic Items
Dungeon Masterâs Guide
While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls
against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.
Monsters
Monster Manual
being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied.
Immutable Form. The golem canât shape-shift.
Lightning
Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
Berserk. Whenever the golem starts its turn Bloodied, roll
Monsters
Monster Manual
start of its next turn, possibly causing the attacks to miss.Rally (1/Day). The pirate chooses up to three other creatures it can see within 30 feet. Until the start of the pirateâs next turn, the targets have Advantage on attack rolls and saving throws.
until the start of the pirateâs next turn. Poison. The target has the Poisoned condition until the start of the pirateâs next turn.
Pistol. Ranged Attack Roll: +10;{"diceNotation":"1d20
Monsters
Monster Manual
until the end of the targetâs next turn.Counterattack. Trigger: The warrior is hit by an attack roll. Response: The warrior adds 4 to its AC against that attack, possibly causing it to miss. On a
effects:
Sap. The target has Disadvantage on its next attack roll before the start of the warriorâs next turn.
Maneuver. One ally who can see or hear the warrior can take a Reaction to move up
Magic Items
Dungeon Masterâs Guide
an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property canât be used again until the next dawn.
Monsters
Monster Manual
. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Rapier", "rollDamageType":"Piercing"} Piercing damage, and the pirate has Advantage on the next attack roll it makes
against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.Captainâs Charm. Wisdom Saving Throw: DC 14, one
Monsters
Monster Manual
damage, and the targetâs Speed decreases by 10 feet until the start of the hobgoblinâs next turn.
Longsword. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction
by a melee attack roll while holding a weapon: Response: The hobgoblin adds 3 to its AC against that attack, possibly causing it to miss.
Monsters
Monster Manual
âs next turn, the swallowed target takes 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Swallow", "rollDamageType":"Acid"} Acid damage. If that damage doesnât kill it, the frog disgorges it, causing it to exit Prone.
Magic Items
Dungeon Masterâs Guide
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it
(coiled)
Sack
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table.
1d100
Patch
01â08
Bag of
Monsters
Monster Manual
the guardian. Response: The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardianâs next turn.Poison
Monsters
Monster Manual
mummyâs next turn.
Spellcasting. The mummy casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17, +9;{"diceNotation
Sand. Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied
Spells
Playerâs Handbook
creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior
within the spellâs range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next
Magic Items
Dungeon Masterâs Guide
the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bagâs color. See the Monster Manual for the
creatureâs stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your
Monsters
Monster Manual
MagicParry. Trigger: The death knight is hit by a melee attack roll while holding a weapon. Response: The death knight adds 6 to its AC against that attack, possibly causing it to miss.Legendary Action
turns.
Dread Authority. The death knight uses Spellcasting to cast Command. The death knight canât take this action again until the start of its next turn.
Fell Word. Constitution Saving Throw
Magic Items
Dungeon Masterâs Guide
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on
your spell save DC if a save is necessary). Once a magic beadâs spell is cast, that bead canât be used again until the next dawn.
1d20
Bead
Spell
1â6
Bead of
Magic Items
Dungeon Masterâs Guide
, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01â50
You cast a random spell determined by
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
Magic Items
Dungeon Masterâs Guide
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If youâre
rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Itemâs Minor
Magic Items
Dungeon Masterâs Guide
creatureâs Hit Point maximum.
Haste. Blackrazor can cast Haste on you, after which it canât cast this spell again until the next dawn. Blackrazor decides when to cast the spell, which takes
.
Blackrazorâs hunger for souls must be regularly fed. If the sword goes 3 days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
Destroying
Magic Items
Dungeon Masterâs Guide
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal
âs Feather Tokens table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can&rsquo
Magic Items
Dungeon Masterâs Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spellâs maximum range is normally less than 120 feet, it
, Stinking Cloud.
21â25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened
Magic Items
Dungeon Masterâs Guide
âs blank pages, which fills with writing detailing the trapped creatureâs widely known name and depravities. Once used, this action canât be used again until the next dawn.
When you
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see âArtifactsâ in
Magic Items
Bigby Presents: Glory of the Giants
. When you target a creature with an attack using this weapon, you can invoke the swordâs rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You
then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20.
If this attack hits, you can also spend and roll
Monsters
Strixhaven: A Curriculum of Chaos
":"bludgeoning"} bludgeoning damage.
Counsel of the Past (2/Day). The spirit statue touches one creature. Once within the next 10 minutes, that creature can roll a d4;{"diceNotation":"1d4","rollType
":"roll","rollAction":"Counsel of the Past"} and add the number rolled to one ability check of its choice, immediately after rolling the d20.To enhance their studies of the past, Lorehold students often
Monsters
The Wild Beyond the Witchlight
Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an
attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.Tentacles. Melee Weapon Attack: +3
Monsters
Vecna: Eve of Ruin
multiple flying creatures. Despite their name, bone rocs arenât always reanimated skeletons of rocs. You may customize a bone roc by rolling on the Bone Roc Sources table to determine the type of
the bone rocâs next turn.
3
Giant Owl. The bone rocâs modifier for Dexterity (Stealth) checks is +8.
4
Peryton. The bone roc has resistance to slashing damage from nonmagical
Magic Items
Tashaâs Cauldron of Everything
While holding this lyre, you can cast mending as an action. You can also play the lyre as a reaction when an object or a structure you can see within 300 feet of you takes damage, causing it to be
immune to that damage and any further damage of the same type until the start of your next turn.
In addition, you can play the lyre as an action to cast fabricate, move earth, passwall, or summon construct (appears in this book), and that spell canât be cast from it again until the next dawn.
Monsters
Tales from the Yawning Portal
half damage if it fails.
Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage
. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.
Reduced Threat. This
Magic Items
The Book of Many Things
the spell again until the next dawn.
Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it canât be used again until the next dawn.
Magic Items
The Book of Many Things
damage and are immune to the petrified condition.
Petrifying Heraldry. As a bonus action, you can make the front of the shield flare with a medusaâs petrifying magic, causing the reliefâs
. The restrained creature must make another DC 20 Constitution saving throw at the start of its next turn. On a failed save, the creature has the petrified condition for 24 hours. On a successful save
Magic Items
Bigby Presents: Glory of the Giants
taking damage, you can use your reaction to invoke the itemâs rune, causing the pendant to flash with pale light. The creature then instead drops to 1 hit point.
Once the rune has been invoked, it canât be invoked again until the next dawn.
Monsters
Quests from the Infinite Staircase
damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn.Multiattack. The android makes two Force Strike attacks.
Force Strike. Melee or
can wear down an androidâs critical faculties, causing it to behave erratically.Cold, PoisonAcid, Fire
Yeenoghu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Yeenoghuâs next turn.
3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghuâs next turn.
Flail. Melee Weapon Attack: +16
atrocities in his name. Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesnât parlay; to meet him is to do battle with him






