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Returning 35 results for 'next coins reason pdf'.
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Magic Items
The Book of Many Things
This glittering red gem is commonly found embedded in a ring or brooch.
While wearing the gem, you gain the following benefits.
Counterfeit Coins. You can use your action to magically create a pile
of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of
Monsters
Fizban's Treasury of Dragons
disadvantage on attack rolls until the start of its next turn.Hoard scarabs are beetle-like creatures that, through some feat of natural adaptation or alchemical ingenuity, blend in perfectly among piles of
gold coins. They feed on tiny mites that infest a dragon’s scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.
Hoard scarabs also produce a glittering
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"3d10","rollType":"damage","rollAction":"Mind-Breaking Howl","rollDamageType":"psychic"} psychic damage and be frightened until the end of the howler’s next turn. While a creature is frightened in
this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.A far-off wail precedes the sight of a
Monsters
The Wild Beyond the Witchlight
hollow gourd that now sits askew on its shoulders. Eight copper coins are sealed inside the gourd, causing the head to rattle whenever Clapperclaw nods, turns, or shakes its head.
Roleplaying Notes
"}. Clapperclaw targets one creature it can see within 15 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of Clapperclaw’s next turn.
Monsters
Fizban's Treasury of Dragons
target has disadvantage on attack rolls until the start of its next turn.Hoard scarabs are beetle-like creatures that, through some feat of natural adaptation or alchemical ingenuity, blend in
perfectly among piles of gold coins. They feed on tiny mites that infest a dragon’s scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.
Hoard scarabs also
Magic Items
The Book of Many Things
take 2d8 fire damage.
2
♦️ (Coins)
The card shoots streaks of lightning. The target must make a DC 15 Dexterity saving throw. On a failed save, the target has the blinded condition until
the end of your next turn, and each creature within 10 feet of the target takes 1d6 lightning damage.
3
♥️ (Cups)
The card covers the target in a thick layer of ice. The target takes 1d10
Monsters
Van Richten’s Guide to Ravenloft
":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex
","rollType":"damage","rollAction":"Beguiling Hex","rollDamageType":"psychic"} psychic damage and being incapacitated until the end of the creature’s next turn on a failed save, or taking half as
Monsters
Van Richten’s Guide to Ravenloft
Constitution saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of its next
incapacitated until the end of the creature’s next turn on a failed save, or taking half as much damage on a successful one.
Bile Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
Aura deals an extra 10 cold damage until the end of her next turn.
Blinding Gleam (Costs 2 Actions). Auril’s form flares with a blue light. Each creature that can see Auril and is within 10 feet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
takes radiant damage, this trait doesn’t function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn’t regenerate.Multiattack. Hutijin makes
figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he
Monsters
Eberron: Rising from the Last War
enemy outside the colossus that starts its turn within 30 feet of it must succeed on a DC 26 Wisdom saving throw or be frightened until the start of the enemy’s next turn. If the enemy’s
saving throw is successful, it is immune to this colossus’s Towering Terror for the next 24 hours.Multiattack. The colossus makes three attacks — one with its slam and two with its eldritch
Monsters
Van Richten’s Guide to Ravenloft
Constitution saving throw or take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of its next turn.
Hex
until the end of the creature’s next turn on a failed save, or taking half as much damage on a successful one.
Bile Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction
Monsters
Van Richten’s Guide to Ravenloft
":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in
Hex","rollDamageType":"psychic"} psychic damage and being incapacitated until the end of the creature’s next turn on a failed save, or taking half as much damage on a successful one.
Bile Hex
Monsters
Van Richten’s Guide to Ravenloft
its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must
and being incapacitated until the end of the creature’s next turn on a failed save, or taking half as much damage on a successful one.
Bile Hex (Recharge 5–6);{"diceNotation":"1d6","rollType
Monsters
Icewind Dale: Rime of the Frostmaiden
"} cold damage, and the target can’t take reactions until the start of its next turn.
Chromatic Orb. Ranged Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction
can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals’ demands. As the embodiment of winter’s cruelty, she is
Magic Items
Tasha’s Cauldron of Everything
fourteen cards of the high deck and forty other cards divided into four suits: coins, glyphs, stars, and swords.
Random Properties. The artifact has the following random properties, which you can
. Once you use the deck to cast a spell, you can’t cast that spell again from it until the next dawn.
Enduring Vision. While holding the deck, you automatically succeed on Constitution saving throws
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6
hunts for buried coins for the dragon’s hoard.
3
A galeb duhr acts as a door guard to a young emerald dragon;young emerald dragon's lair.
4
A young emerald dragon invites repeated
Monsters
Icewind Dale: Rime of the Frostmaiden
might prove helpful:
So long as she has mortal worshipers, Auril can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals
after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter
Darkling
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature's next turn.
Light Sensitivity. While in bright light, the darkling has
, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling
Darkling Elder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
, if the creature can see the light, is blinded until the end of its next turn.If the saving throw is successful, the creature takes half the damage and isn't blinded.Multiattack. The darkling elder
.
The Killing Light. The Summer Queen's curse causes a darkling's body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every
Charlatan
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
or roll on the table below.
d6
Scam
1
I cheat at games of chance.
2
I shave coins or forge documents.
3
I insinuate myself into people’s lives to prey on their
a born gambler who can’t resist taking a risk for a potential payoff.
5
I lie about almost everything, even when there’s no good reason to.
6
Sarcasm and insults are my
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
of the world beyond their home.
Barterers of Lore
Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it’s
mull over the stories and rumors they collected like a miser counting coins.
Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
of our camp. Soveliss told me that firbolgs must have claimed the forest, and they wanted to show us we had no further business there. If we lingered, he assured me, our heads would be next.
&mdash
tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
16 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.
Life Drain. The demilich targets up to three creatures that it
blinded until the end of the demilich’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich’s next turn.
Energy Drain (Costs 2
Monsters
Mordenkainen's Fiendish Folio Volume 1
of its movement. A creature, including the target, can use its action to detach the khargra.
Earth Phasing. Until the end of its next turn, the khargra can fly through nonmagical earth and stone
metal with ease, organic matter and gems are repugnant to them. If a khargra eats such morsels for whatever reason, they remain lodged in its gullet for a few days of indigestion before the offending
Backgrounds
Planescape: Adventures in the Multiverse
coins from different worlds and planes
Sigil Faction Affinities
Faction
Skill
Athar
Religion
Bleak Cabal
Insight
Doomguard
Nature
Fated
Intimidation
only when everything is acting in harmony, whether it wants to or not.
Heralds of Dust. Everyone is already dead; the entirety of the multiverse is an afterlife. Undeath holds the key to the next
Backgrounds
Baldur’s Gate: Descent into Avernus
chance.
2
I shave coins or forge documents.
3
I insinuate myself into people’s lives to prey on their weakness and secure their fortunes.
4
I put on new identities like clothes
want.
4
I’m a born gambler who can’t resist taking a risk for a potential payoff.
5
I lie about almost everything, even when there’s no good reason to.
6
Sarcasm and
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god (see the &ldquo
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
Giff
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
brighter the flash, and the thicker the smoke it produces, the more giff love a weapon. Their skill with gunpowder is another reason for their popularity as mercenaries. Giff revel in the challenge of
throw the keg up to 15 feet as part of the same action. The keg explodes at the start of the giff’s next turn. Each creature within 20 feet of the exploding keg must make a DC 12 Dexterity
Backgrounds
Guildmasters’ Guide to Ravnica
of seaweed, a vial of jellyfish stingers, a glass bottle of unidentified slime, and a belt pouch containing 10 gp (Azorius 1-zino coins)
Clades and Projects
As a Simic researcher, you are part of a
attached to.
Personality Traits
d8
Personality Trait
1
I can’t wait to see what I become next!
2
I am convinced that everything inclines toward constant improvement
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Treasure Mind flayers don’t hoard coins, gemstones, jewelry, and other sorts of treasure. However, a colony obsessed with the study of biology would consider a new, alien specimen a great prize
, especially a living creature. One concerned with improving its war machinery might seek out new gear, weapons, and armor it can use. A colony that collects gold coins or gemstones might do so not to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
engraved with images of falling coins. The arch’s keystone has a tiny slot in it. This is one of Halaster’s magic gates (see “Gates”), and its rules are as follows: Feeding a gold coin into the slot in the
keystone causes the coin to disappear and the gate to open for 1 minute. Other coins placed in the slot disappear but don’t open the gate. Characters must be 8th level or higher to pass through this
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
aside from a sack of gold coins found walled away behind stones in a chimney, nothing has yet been found — nothing that has become public knowledge, at least. Reason to Visit. Beliard was the last place anyone saw the missing delegation from Mirabar (described in chapter 3).
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
objects, coins, or gems An uncommon magic item Loyal service for a period not exceeding nine years Greater Devils A greater devil can offer any or all of the following: Up to 5,000 gp worth of art
objects, coins, or gems An uncommon or rare magic item Loyal service for a period not exceeding nine days Archdevils An archdevil can offer any or all of the following: Up to 50,000 gp worth of art
Magic Items
Infernal Machine Rebuild
first time is charmed by you until the end of your next turn.
50
When you touch a copper piece, it transmutes to become two copper pieces. You can duplicate a maximum of 1,000 coins this way
during the course of play.
Once set, these properties last until the end of the attuned user’s next long rest.
(Our thanks to the D&D community for their suggestions for the properties of the






