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Returning 35 results for 'shutter of roll declared vary'.
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Magic Items
Dungeon Master’s Guide
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
Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws.
Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth
Monsters
Lorwyn: First Light
Amphibious. The merrow can breathe air and water.Multiattack. The merrow makes three attacks, using Coral Scepter and Poisoned Longbow in any combination.
Coral Scepter. Melee Attack Roll: +7
":"Bludgeoning"} Bludgeoning damage.
Poisoned Longbow. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Poisoned Longbow"}, range 150/600 ft. Hit: 8 (1d8 + 4
Monsters
Lorwyn: First Light
Wisdom (Insight) check.Multiattack. The merrow makes three Spined Tail attacks. It can replace one of these attacks with a use of Spellcasting to cast Command.
Spined Tail. Melee or Ranged Attack Roll
large fish with humanoid torsos and arms, though their forms vary widely. Merrow are often capable warriors, but most prefer to duel with cutting words before resorting to physical violence.
monsters
Flyby. The death’s head doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.Brain-Rending Bite. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType
.
Death’s Heads
Death’s heads are disembodied, flying heads reanimated by wicked magic. These hateful heads vary in description and state of decay, with some possessing supernatural powers
monsters
Flyby. The death’s head doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.Bite. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit
heads are disembodied, flying heads reanimated by wicked magic. These hateful heads vary in description and state of decay, with some possessing supernatural powers related to the beings they once
monsters
Flyby. The death’s head doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.Brain-Rending Bite. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType
.
Death’s Heads
Death’s heads are disembodied, flying heads reanimated by wicked magic. These hateful heads vary in description and state of decay, with some possessing supernatural powers
monsters
Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Slasher's Knife"}, reach 5 ft. or range 30/60 ft. Hit: 9 (2d4 + 4);{"diceNotation":"2d4+4", "rollType":"damage
with nefarious forces. Such killers’ powers vary depending on their obsessions and the source of their powers.
monsters
hateful heads vary in description and state of decay, with some possessing supernatural powers related to the beings they once were. Roll twice on or choose results from the Death’s Head
Flyby. The death’s head doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.Petrifying Bite. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to
monsters
Stone in any combination.
Executioner’s Blade. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Executioner's Blade"}, reach 10 ft. Hit: 19 (3d8 + 6
’s next turn.
Crushing Stone. Ranged Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Crushing Stone"}, range 60 ft. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6
monsters
;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Unholy Regrowth", "rollDamageType":""} Death’s Head Trees regrow around the same place in 365 days unless the tree is killed by a creature under
the effect of a Bless spell using a weapon that deals Slashing damage.Multiattack. The tree makes two Slam attacks.
Slam. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit
monsters
reanimated by wicked magic. These hateful heads vary in description and state of decay, with some possessing supernatural powers related to the beings they once were. Roll twice on or choose results from
;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Unholy Regrowth"} Death’s Head Trees regrow around the same place in 365 days unless the tree is killed by a creature under the effect of a
monsters
new body in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Nightmarish Restoration"} days, reviving with all its Hit Points in the nearest unoccupied space next to an Unconscious
mortals who make pacts with nefarious forces. Such killers’ powers vary depending on their obsessions and the source of their powers.
Magic Items
The Book of Many Things
. Unless a card states otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. If you fail to draw
the next 8 hours, whenever you or a creature within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage
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
.
Psionic Shield. When the goblin or one of its allies within 15 feet of it is hit by an attack roll, the goblin conjures a shield of force. The target of the attack gains a +3 bonus to its AC against the
Species
Spelljammer: Adventures in Space
autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome’s manufacture can vary wildly; one
autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears.
Roll on the Autognome History table or choose an entry that
Magic Items
The Book of Many Things
takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly
whichever cards they desire. Alternatively, roll on the Deck of Many More Things table below to randomly determine what cards are drawn.
Deck of Many More Things
d100
Card
01
Aberration
Monsters
Fizban's Treasury of Dragons
Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often fixate on specific historical battles or wars and won’t rest until my
;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Solitude. A stranger is just an intruder I haven’t dealt with yet. (Neutral)
2
Preservation. Most creatures cannot be
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Physical Variations Kobolds vary widely in how their scales are colored and patterned. Although a human might have difficulty telling two similar-looking kobolds apart, the kobolds themselves can
predominant appearance of kobolds in a tribe. If the roll on the table indicates a patterned appearance, roll on the Scale Pattern table to determine how the two colors are combined. Scale Color d100
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
own. An autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome’s manufacture can vary wildly; one
autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears. Roll on the Autognome History table or choose an entry that
Compendium
- Sources->Dungeons & Dragons->Monster Manual
creators. Roll on or choose a result from the Empyrean Influences table to inspire what aspects of an empyrean’s heritage manifest in its physical form. Empyrean Influences 1d6 The Empyrean Has
Features That Are... 1 Balanced, naturalistic, or suggestive of watching eyes. 2 Colorful, shadowy, or fluid or that vary depending on the viewer. 3 Comforting and gentle or that remind viewers of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gorgon Most gorgons are iron bulls wreathed in clouds of petrifying gas. Their metal plates vary in sheen and color, from sleek silver to pitted black. The oldest gorgons might be covered in rust
Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 18 (2d12 + 5) Piercing damage. If the target is a Large or smaller creature and the gorgon moved 20+ feet straight toward it immediately before the hit
Compendium
- Sources->Dungeons & Dragons->Monster Manual
demons turn on one another in frays that can devastate vast expanses. Barlguras vary in appearance, but all have powerful frames and hands capable of climbing swiftly and delivering crushing blows. If
Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage plus 13 (2d12) Psychic damage.
Thrash. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
resemble large fish with humanoid torsos and arms, though their forms vary widely. Merrow are often capable warriors, but most prefer to duel with cutting words before resorting to physical violence. To
Scepter. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d10 + 4) Bludgeoning damage.
Poisoned Longbow. Ranged Attack Roll: +7, range 150/600 ft. Hit: 8 (1d8 + 4) Piercing damage plus 7 (2d6) Poison
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to its lawlessness, and declared himself its secret lord. Jarlaxle likes to weave a tangled web of schemes that leave his enemies baffled — the latest of which is a plan to legitimize Luskan by making
. A few have flatly declared that the city will never be welcome in the alliance. Nonetheless, Jarlaxle aims to persuade Laeral Silverhand, the Open Lord of Waterdeep, to champion Luskan’s cause
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
limited resources. Variety also contributes to a sense of escalating tension. Build variety into your encounters in three ways: Vary Encounter Type. Use a mix of social interaction, exploration, and
stakes. Vary Encounter Difficulty. Include encounters that offer low, moderate, and high difficulty. A mix of low- and moderate-difficulty encounters early in the adventure can lead to a climactic high
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Old Tower The following locations are keyed to map 4.5. View Player Version O1. Vestibule The outer door has a tiny peephole with a closed iron shutter on the inside. Rotting tapestries
time a charge is expended, there’s a 50 percent chance that nothing happens and the charge is wasted) 2 A potion of healing mixed with a potion of flying (if this mixture is imbibed, roll on the Potion
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Blibdoolpoolp tolerated this — but then his own daughter declared herself an archpriest of Leemooggoogoon, and the cult began to grow. SLOOBLUDOP: GENERAL FEATURES
Sloobludop spreads out along the
can move at a normal pace across the platforms and bridges, but this puts strain on their poor construction. Whenever one or more characters move at normal speed across a bridge or platform, roll a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community
or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 5 (1d8 + 1) Piercing damage.
Sticky Net (1/Day). Dexterity Saving Throw: DC 10, one Large or smaller creature the kuo-toa can see within
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
effect. As soon as you draw a card, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the
and Deck of Many More Things, including whichever cards they desire. Alternatively, roll on the Deck of Many More Things table below to randomly determine what cards are drawn. Joanna Barnum, abigail
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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
Things You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws. Gem Twenty-five pieces of jewelry worth 2,000 GP each or fifty
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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
doesn’t count as one of your declared draws. Gem Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. Jester You have Advantage on D20 Tests for the next
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant. You can use the game statistics for any Construct to represent a detention drone
the text indicates that a drone patrol can be encountered in a location, roll on the Drone Patrols table to determine the number and types of the drones in the patrol, or choose an encounter you like
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
. These tenets vary from tribe to tribe, and are often based in events that the tribe has experienced. Here are a few examples:
If a dwarf or a human invokes its god upon dying, you must carry the
have a calm temperament and let insults roll off my back.
2
I don’t fear the gods and have no patience for superstitions.
3
I am slow to anger, but when I do become enraged I fight
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
architecture, unavoidable propaganda, or scars on an exploited environment. Villain Identities Villains occupy places of influence in dark fantasy domains. Choose from or roll on the Dark Fantasy Villains
and now rules the mortal realm. Villain Torments In dark fantasy adventures, a villain’s power is often rooted in the villain’s own suffering. Choose from or roll on the Dark Fantasy Torments table to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
attacks, using Flame Sword or Hammer Throw in any combination.
Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage.
Hammer Throw. Ranged
Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next