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Returning 35 results for 'night completes rolling pdf'.
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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
75
Incubus
76-77
Invisible Stalker
78-79
Marid
80
Marilith
81-82
Mezzoloth
83-84
Nalfeshnee
85-86
Night Hag
87-88
Nycaloth
89
Planetar
90-91
Red
Magic Items
Dungeon Master’s Guide
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
Warrior
67–69
Lich
70–72
Medusa
73–75
Night Hag
76–78
Ogre
79–81
Oni
82–84
Priest
85–87
Succubus
88–90
Troll
Magic Items
Tasha’s Cauldron of Everything
;appears next to the Baba Yaga's Mortar;mortar at the next dawn.
Random Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the
herbs, pulped organs-into separate piles.
Traverse the Night. If you are holding the pestle while you are inside the mortar, you can use your action to verbally command the mortar to travel to a
Magic Items
Tasha’s Cauldron of Everything
determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
2 minor detrimental properties
2 minor beneficial properties
Spells. While holding the
creatures of the night. “We may wander amid the shadows,” Mother Luba said. “But we must ever serve as a light to our fellow travelers.”
Some years ago, Mother Luba disappeared into
Magic Items
Tasha’s Cauldron of Everything
;potentially for the final time.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master
1d10 barbed devil;barbed devils and 1d10 vrock;vrocks appear.
71–80
1 arcanaloth, 1 night hag, and 1 rakshasa appear.
81–85
1 ice devil and 1 marilith appear.
86–90
Monsters
Mordenkainen's Fiendish Folio Volume 1
of Poor Hospitality (1/day). The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target completes a long rest, it does not regain spent Hit Dice.A
many folk of the world. They adore sweet candies, fresh fruit, and other delicacies. When a killmoulis encounters a party of travelers, it hides and keeps a careful watch on them. At night, it sneaks
Species
Strixhaven: A Curriculum of Chaos
character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl.
Creating Your Character
If you create an owlin character, follow these
increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Singing Sands A patch of glittering, powdered crystal melodically chimes as the desert wind blows it in small, rolling dunes. The Singing Sands shine like diamonds in the harsh desert sun, soaking up
light and heat as their lonely song echoes through the wastes. At night the song goes quiet, and the sands rise into a solid memory of a simple, giant-created fort. The Singing Sands were once a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
in the valley. The chaotic satyrs may upend a copse of trees one night only to have it regrow by morning. Most of the Skola Vale consists of greenery rolling over gentle hills. During the day, the
antics. During the day, the copses are idyllic forests, filled with the music of panpipes. At night, though, the forests grow more menacing. Nocturnal monsters roam the wood—particularly chimeras
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
sure how often to schedule random encounters in a 24-hour period, you can leave it to chance by rolling a d8 and consulting the Number of Wilderness Encounters table. Number of Wilderness Encounters
encounter at night (midnight to dawn)
5–6 Two encounters; roll a d4 on this table to determine when each encounter occurs
7–8 No random encounter
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, they might stumble across hungry animals, greedy bandits, or vicious monsters. Check for random wilderness encounters once during the day and once at night by rolling a d20. On a roll of 17–20, an
encounter takes place. Roll a d12 and consult the Triboar Trails Random Encounters table to determine what the party meets. Triboar Trail Random Encounters Day Roll Night Roll Result 1–2 1–3 1d4 + 2
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the noise of the jungle at night. On a success, a character detects the encroaching grungs and can rouse the rest of the party. If no one on watch succeeds on the check, all the characters are
surprised. If the characters capture one or more grungs, the frogfolk offer to lead the characters to treasure in exchange for a promise of freedom. The “treasure” is a half-mile away from the party’s present location and consists of a cache, which you can randomly determine by rolling on the Caches table.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
hungry beasts, greedy bandits, or vicious monsters. Check for encounters once during the day and once at night by rolling a d20. On a roll of 17–20, an encounter takes place. Roll a d12 and consult the
monster of that sort. Multiply that value by the number of creatures encountered, then divide the total equally among the characters. Wilderness Encounters Day
Roll Night Roll Result 1–2 1–3 Stirges
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
day by rolling a d20 (if the characters do not already attract monsters by stumbling across shriekers). On an 18 or higher, the characters have an encounter at some point during the day or night (equal
sort of encounters that can take place here. Check for an encounter once per day by rolling a d20. On an 18 or higher, the characters have an encounter at some point during the day or night (equal
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Details Did they kill for justice or just for the thrill? Define the particulars of the murder, either by letting the players craft their own or by rolling on the Murder Details table. Murder Details d6
your snare caught another. Now Dolandre Eomane lies dead, while the intended target yet lives.
3 Doctor Holk Thinster jeopardized lives every night he worked at Cliffgate Hospital. Who knows how
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Details Did they kill for justice or just for the thrill? Define the particulars of the murder, either by letting the players craft their own or by rolling on the Murder Details table. Murder Details d6
caught another. Now Dolandre Eomane lies dead, while the intended target yet lives. 3 Doctor Holk Thinster jeopardized lives every night he worked at Cliffgate Hospital. Who knows how many were crippled on
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
night, it sneaks into the travelers’ camp and looks through their supplies for tasty treats, but will settle for rations, nuts, and other snacks. If it finds them, it quickly snuffles up a single
with a tasty snack, slipping into camp each night to gorge itself and pay for its feast with its beneficial magic. But if the travelers attack, interfere with, or try to trap the killmoulis, it places
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
relatively (if not entirely) safe. Check for a random event each day by rolling a d20. On a roll of 16 or higher, one or more events occur as indicated below: 16 means an event occurs in the morning 17
means an event occurs during the first rest stop 18 means an event occurs in the afternoon 19 means an event occurs in the evening or night 20 means one event occurs in the morning and another during
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
relatively (if not entirely) safe. Check for a random event each day by rolling a d20. On a roll of 16 or higher, one or more events occur as indicated below: 16 means an event occurs in the morning 17
means an event occurs during the first rest stop 18 means an event occurs in the afternoon 19 means an event occurs in the evening or night 20 means one event occurs in the morning and another during
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Domain Theme A Domain of Delight might have a prevailing theme, which you can determine randomly by rolling on the Domain Theme table. Domain Theme d8 Theme 1 Adversarial. Adversarial
cast. Tree branches look like skeletal fingers, night creatures slink and flutter about, and skull-like faces appear on plants, stones, and sprites’ wings. 4 Inquisitive. Creatures in this domain are
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Presto Downloadable PDF Spellcasting Spellcasting Ability: Intelligence
Spell DC: 14
Spell Attack Modifier: +6
Cantrips (At Will) Spell School Special* Fire Bolt Evocation — Light
use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Presto Downloadable PDF Spellcasting Spellcasting Ability: Intelligence
Spell DC: 14
Spell Attack Modifier: +6
Cantrips (At Will) Spell School Special* Fire Bolt Evocation — Light
use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Banshee When night falls, unlucky travelers hear the faint cries of the forlorn dead. This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. Banshees appear as
by the banshee’s curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their
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
Night Hag 87–88 Nycaloth 89 Planetar 90–91 Red Slaad 92–93 Salamander 94 Solar 95 Succubus 96 Ultroloth 97–99 Vrock 00 Xorn
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
hours of travel; an encounter occurs on a roll of 17–20. Determine the encounter by rolling on the table below. Serpent Hills Encounters d8 Encounter 1 Humanoids (1d6) 2 Herd mammals (5d6) 3 Hill
rocks marks the resting place of one of the many explorers to have fallen in the Serpent Hills. At your discretion, an unmarked grave at night could become an encounter with a ghost or other restless
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
6 hours of travel; an encounter occurs on a roll of 17–20. Determine the encounter by rolling on the table below. Serpent Hills Encounters d8 Encounter 1 Humanoids (1d6) 2 Herd mammals (5d6) 3 Hill
marks the resting place of one of the many explorers to have fallen in the Serpent Hills. At your discretion, an unmarked grave at night could become an encounter with a ghost or other restless undead
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created
Gnoll Warrior 43–45 Goblin Warrior 46–48 Guardian Naga 49–51 Hill Giant 52–54 Hobgoblin Warrior 55–57 Incubus 58–60 Iron Golem 61–63 Knight 64–66 Kobold Warrior 67–69 Lich 70–72 Medusa 73–75 Night Hag 76
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
Night Hag 87–88 Nycaloth 89 Planetar 90–91 Red Slaad 92–93 Salamander 94 Solar 95 Succubus 96 Ultroloth 97–99 Vrock 00 Xorn
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created
Gnoll Warrior 43–45 Goblin Warrior 46–48 Guardian Naga 49–51 Hill Giant 52–54 Hobgoblin Warrior 55–57 Incubus 58–60 Iron Golem 61–63 Knight 64–66 Kobold Warrior 67–69 Lich 70–72 Medusa 73–75 Night Hag 76
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
mephits, which are hostile toward creatures that aren’t inhabitants of the island. 4 When a creature that isn’t an inhabitant of the island completes a long rest there, it must succeed on a DC 15
random place on their body. Only a remove curse spell or similar magic removes the scar. 6 When a creature that isn’t an inhabitant of the island completes a long rest there, it must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Should the two objects become separated, the pestle appears next to the mortar at the next dawn Random Properties. This artifact has the following random properties, which you can determine by rolling on
the tables in the “Artifacts” section of the Dungeon Master’s Guide: 2 minor beneficial properties 1 major beneficial property 1 minor detrimental property A night hag takes Baba Yaga’s
Mortar and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the bread ovens in area 5. The yakfolk sit on stools and either smoke pipes or sew blankets to pass the time as they watch the dwarves work. At night, the mill is unoccupied; the yakfolk retire to
warn Kartha-Kaya. The boars pursue characters who flee from the barn. At night, the yakfolk retires to a nearby hut while its workers are locked in an iron cage next to the barn. If the prisoners are
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
whose maces are rolling pins—prattle on about the “misguided” surface factions of Sigil over cake and tea. The Cakers are initially indifferent toward the characters. Normally, the Cakers don’t take
(see Morte’s Planar Parade). Casting greater restoration, remove curse, or a similar spell on the target before this transformation completes ends the curse and undoes its effects. Cursed Cakers The
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Big Top The roof of this tent reaches toward the night sky in three swooping peaks topped with spinning gold stars. Painted wooden panels on the tent walls whirl with colorful motion, displaying
highlight performers. Spectators watch the acts from rows of tiered wooden seats encircling the ring. You can randomly determine an act by rolling on the Big Top Acts table, or you can create new acts using
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Reinforcements Check to see if reinforcements arrive once during the day and once at night by rolling d100 and consulting the Ironslag Reinforcements table. If reinforcements are indicated, the fire
held together with clay. The inside walls are made of smooth clay painted with colorful murals of breathtaking landscapes. The yakfolk imprison their workers in iron cages at night. Each cage is fitted






