Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'next comes relative pdf'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        next come relatively pdf
                                    
                                
                                    
                                        next come relate pdf
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     music by the shortest available route but aren’t under your control otherwise.
Whenever a Swarm of Rats that isn’t under another creature’s control comes within 30 feet of you while
                                                
                                            
                                                
                                                     you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    .
The coin has 1 charge and regains its expended charge daily at dawn. You can take a Magic action to toss the coin, expending its charge. Roll any die to determine whether the coin comes up heads (on
                                                
                                            
                                                
                                                     failed save, the target takes 2d4 Psychic damage and has Disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, the target takes half as much damage only.
Tails. You take 1d4 Psychic damage.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was under
                                                
                                            
                                                
                                                     physical remains.
Sphere Interactions. If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such as that within a Portable Hole
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)
Deck of Many Things
                                                
                                            
                                                
                                                     effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Relative Size. Any damage Onyx would take is reduced to 0. She has advantage on ability checks and saving throws
                                                
                                            
                                                
                                                     damage, Onyx has disadvantage on attack rolls until the end of her next turn. If Onyx would take 10 or more damage from spells or other effects, it yields the same result. Spells that impose conditions
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     form manifests in an unoccupied space of your choice within 30 feet of you, and it uses the knight stat block. The spirit disappears when it drops to 0 hit points or after 1 minute, whichever comes first
                                                
                                            
                                                
                                                     by you); if you don’t issue any commands, the spirit takes the Dodge action and uses its movement to avoid danger.
Once this bonus action is used, it can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Magic Items
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    This metal bottle carries delicious, warm coffee. The bottle comes with a stopper, which is attached to the bottle by a little chain. Even when open, the bottle won't accept any liquid other than the
                                                
                                            
                                                
                                                     dispense coffee for the next hour. If you pour coffee from the bottle, rather than drinking from it, the coffee vanishes the moment it leaves the bottle.
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     to as a “blood toll.”
Cruel, corpse-eating creatures, harpies endlessly seek their next meal, careless of whether it comes from the living or the dead. With equal zeal, these vicious scavengers set
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     magically turns invisible until the start of its next turn. This invisibility ends if the reaper makes an attack roll, makes a damage roll, or casts a spell.Bhaal's cultists emulate their deity
                                                
                                            
                                                
                                                    , carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.
Bloodletters. All cultists of Bhaal
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     until the end of its next turn.
Unusual Nature. The oblex doesn’t require sleep.Pseudopod. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Pseudopod"} to hit
                                                
                                            
                                                
                                                     oblexes hunt targets more likely to be intelligent, such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it
                                                
                                            
                                        
                                                     Monsters
                                                    Thieves’ Gallery
                                                    
                                                
                                            
                                                    Reckless. At the start of her turn, Holga can gain advantage on melee weapon attack rolls during that turn, but attack rolls against her have advantage until the start of her next turn.
Special
                                                
                                            
                                                
                                                     when her ire is up, Holga wields anything that comes to hand—from weapons to snacks. Her unwavering loyalty makes her a fierce defender of allies, particularly her best friend, Edgin Darvis;Edgin
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.
Bloodletters. All cultists of Bhaal learn to call upon their god’s power to leave their
                                                
                                            
                                                
                                                     blesses with darkvision and superior stealth. Reaper of Bhaal;Reapers are the next rank up. They gain the ability to turn invisible and can use Bhaal’s magic to evade suspicion. The highest
                                                
                                            
                                        
                                                     Magic Items
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping.
If
                                                
                                            
                                                
                                                     cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses.
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     travelers and settlements.
Cruel, corpse-eating creatures, harpies endlessly seek their next meal, careless of whether it comes from the living or the dead. With equal zeal, these vicious scavengers set
                                                
                                            
                                                
                                                     the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Aphemia's Discordant Song for the next 24 hours. Aphemia must take a
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     of its next turn.Unstoppable (3/Day). The death's head reduces the damage it takes from an attack to 0.Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror
                                                
                                            
                                                
                                                    . They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.
Bloodletters. All cultists of Bhaal learn to call upon their god's power to leave their
                                                
                                            
                                        
                                                     Magic Items
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the
                                                
                                            
                                                
                                                    . As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     invisible to her. She can’t remember seeing the creature or perceive it using her truesight until the end of her next long rest.Multiattack. Skabatha makes two Claw attacks.
Claw. Melee Weapon
                                                
                                            
                                                
                                                     key between her hunched shoulders that rotates quickly when she’s in a good mood and slows down as her mood sours. When she is furious, the key comes to a dead stop.
Alignment. Neutral evil
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     hulking shadow that glares from its perch, rains down death in the form of long black arrows, and slinks off without so much as a whisper. Where he comes from — if he even has a home — remains a mystery, as
                                                
                                            
                                                
                                                     does the question of where he might show up next.
Treasure. Ziraj wears leather,+2;+2 leather armor and carries an oversized longbow. This unique weapon can be used only by a Medium or larger
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     next dawn.
Rock. Ranged Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6);{"diceNotation":"4d10+6","rollType
                                                
                                            
                                                
                                                     talking. When he does speak outside of combat, he comes across as surprisingly calm and soft-spoken. While swinging his axe in battle, however, he bellows and laughs like a berserker.
Harshnag knows the
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     saving throws until the start of Brahma's next turn.War Lute. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"War Lute"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2
                                                
                                            
                                                
                                                     part, she utilizes an instrument of dragonborn design in combat. Known as a war lute, this unique item comes replete with hidden storage and powerful weaponry.
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    "} piercing damage, and each creature within 10 feet of the feyr that can see it must succeed on a DC 13 Wisdom saving throw or be frightened of the feyr until the end of the feyr’s next turn
                                                
                                            
                                                
                                                    ’t harmed by it. Consequently, they are as much at home in the void of Wildspace as they are in dark alleys and dungeons. A feyr that comes across a spelljamming ship tries to enter the ship’s
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 2: Dragonlance Creatures
                                                    
                                                
                                            
                                                     or carrying, turns invisible and teleports to an unoccupied space it can see within 30 feet of itself. The seeker remains invisible until the start of its next turn or until immediately after the seeker makes an attack roll, whichever comes first.
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    ":"psychic"} psychic damage, and the target must subtract 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Psychic Blade"} from the next attack roll or saving throw it makes before the end of the
                                                
                                            
                                                
                                                     goblin’s next turn.
Spellcasting (Psionics). The goblin casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     (Costs 3 Actions). Olhydra transforms her watery body into acid. This effect lasts until Olhydra’s next turn. Any creature that comes into contact with Olhydra or hits her with a melee attack
                                                
                                            
                                                
                                                     (Costs 2 Actions). Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least
                                                
                                            
                                                
                                                     cover against the attack.
7–8
The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it.
9–10
The dodecahedron casts
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     next turn. On a failed save, it has the unconscious condition, and on a successful save, the effect ends on it. An unconscious creature is no longer poisoned and remains unconscious for 1 hour, until
                                                
                                            
                                                
                                                     the next round (losing initiative ties) to investigate.
Lighting. The sky above the garden is a perpetual twilight range of orange, red, pink, and yellow hues with no visible sun, moon, or stars
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , 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
                                                
                                            
                                                
                                                     scraped-off worm at a Humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target’s skin at the end of the target’s next turn, dealing 1 piercing damage
                                                
                                            
                                        
                                                     Magic Items
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    This golden harp is sculpted in the image of the god Iallanis, depicted as a young cloud giant woman. When a creature comes within 5 feet of the harp, the instrument animates and is capable of
                                                
                                            
                                                
                                                     harp that you are worthy, attuning to the harp on a success. If you fail, you can’t attempt to attune to the harp again until the next dawn. Once you have successfully attuned to the harp, the
                                                
                                            
                                        
                                                     Monsters
                                                    Thieves’ Gallery
                                                    
                                                
                                            
                                                    ;s next turn. On a successful save, the creature takes half as much damage and suffers no other effect.
Cleansing Touch (1/Day). Xenk touches a creature within 5 feet of himself. The target magically
                                                
                                            
                                                
                                                    ; are etched in Celestial on the blade of his daggersword.
Xenk ages more slowly than a normal human, and with this gift comes the burden of perspective. His longevity has something to do with Szass Tam
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    ", "rollDamageType":"force"} force damage. If the target is a creature, its speed is halved until the start of the leprechaun’s next turn.
Gift of Luck (1/Day). The leprechaun touches a creature and
                                                
                                            
                                                
                                                     ideas into vivid illusions.
A leprechaun’s adherence to Feywild rules affords it tremendous luck, but this fortune comes at a cost. These same magical strictures compel leprechauns to use their
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn’t regenerate.Multiattack. The giant makes two Greataxe or Rock attacks.
Greataxe. Melee
                                                
                                            
                                                
                                                    . Those who don’t shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     comes in contact with, and then vanishes.Zegana can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another
                                                
                                            
                                                
                                                     — until the start of her next turn.
Trident. Zegana makes one melee attack with the Prime Speaker’s Trident.
Enlarge (Costs 2 Actions). Zegana casts enlarge/reduce on herself, using the
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
                                                
                                            
                                                
                                                     Humanoid or Beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung’s next turn.
 A grung elite
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     investigate the bones for valuables becomes the trapper’s next meal.
A trapper needs to eat a halfling-sized meal once per week to remain sated. Given a steady supply of food, trappers are content to
                                                
                                            
                                                
                                                     hibernation that can last for months, though it is still aware when prey comes near. A trapper on the verge of starvation might defy its instincts and abandon its old territory in search of better hunting.
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     Dream Breath. Once troublemakers come to, Pazrodine politely but firmly asks them to leave the market. Those who object are flown out in her clutches.
If anyone comes to visit Pazrodine at her
                                                
                                            
                                                
                                                     dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target has the stunned condition
                                                
                                            
                                        






