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Returning 21 results for 'sounding of roll devours verdan'.
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Monsters
Monster Manual
Magic Resistance. The mind flayer has Advantage on saving throws against spells and other magical effects.Tentacles. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
":"Piercing"} Piercing damage. Success: Half damage. Failure or Success: If this damage reduces the target to 0 Hit Points, the mind flayer kills it and devours its brain.
Mind Blast (Recharge 5–6
Monsters
Monster Manual
or Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Arcane Tentacles"}, reach 5 ft. or range 120 ft. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage
liquid large enough to support the target. If this damage reduces the target to 0 Hit Points, the mind flayer kills it and magically devours its brain.
Mind Burst (Recharge 5–6);{"diceNotation":"1d6
Species
Acquisitions Incorporated
the character of the different cultures these folk have encountered since coming out into the sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only
The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But
Monsters
Mordenkainen's Fiendish Folio Volume 1
metal shield, the khargra attaches to that armor or shield. While attached, the khargra doesn't attack. Instead, at the start of each of the khargra's turns, roll a d20. On a 10 or higher, the armor or
devours any metals it encounters. Though normally content to eat raw veins of ore, this creature considers refined and crafted metals to be particularly delectable.
Vexing Scavengers. Khargras are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change
Verdan Names The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Verdan Traits Verdan characters have a number of traits in common with others of their kind. Ability Score Increase. Your Constitution score increases by 1, and your Charisma score increases by 2
. Age. Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race’s initial creation
Compendium
- Sources->Dungeons & Dragons->Monster Manual
offerings. Roll on or choose a result from the Kraken Attacks table to inspire what ruin a kraken might unleash. Kraken Attacks 1d8 The Enraged Kraken... 1 Abducts the vessel of a leader or another
Calls down lightning on any ship that enters its aquatic territory. 5 Carries ships to an inescapable sargassum. 6 Dams a river or cuts off a city’s sea access. 7 Devours all sea life near a fishing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
magical effects.
Actions
Tentacles. Melee Attack Roll: +7, reach 5 ft. Hit: 22 (4d8 + 4) Psychic damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14
flayer’s Tentacles. Failure: 55 (10d10) Piercing damage. Success: Half damage. Failure or Success: If this damage reduces the target to 0 Hit Points, the mind flayer kills it and devours its brain
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
devours creatures and land alike. At its edges, the Ruinous Sea laps against gritty beaches beneath a steep cliff, gradually eroding the land. Winds shriek from the Ruinous Sea, joining the gales that
fluctuates with the roiling of the Ruinous Sea (choose or roll a d4): 1, acid; 2, lightning; 3, necrotic; or 4, radiant. In addition to that danger, the Ruinous Sea is also inhabited by evil chaos krakens
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Khargra The bizarre khargra is a flying creature from the Elemental Plane of Earth that devours any metals it encounters. Though normally content to eat raw veins of ore, this creature considers
on a scroll or other organic item that bears a message. The khargra devours the missive, digesting the dust but leaving the message lodged in its digestive tract. Trained over long years and with
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The mind flayer makes three Arcane Tentacles attacks.
Arcane Tentacles. Melee or Ranged Attack Roll: +9
enough to support the target. If this damage reduces the target to 0 Hit Points, the mind flayer kills it and magically devours its brain.
Mind Burst (Recharge 5–6). Intelligence Saving Throw: DC 17
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Snack Sampling Characters who investigate any of the tavern tables laden with snacks find an array of magic-infused dishes. Roll or choose an option from Bow’s End Snacks table to see what’s
they please, read or paraphrase the following text: Out of place amid the laughter and conversation comes an uncomfortable-sounding groan. Two students escort a third sick-looking student toward the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
to aid those who ply them with treats. Contrariwise, mages who don’t properly pamper their pseudodragon familiars might be abandoned without warning. Roll on or choose an option from the Pseudodragon
specific cook’s signature dessert. 8 Time-consuming beauty treatments. 9 To hear a bedtime story or favorite song. 10 Trophies and important-sounding titles. If you want to keep a pseudodragon happy
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
before the atropal devours it. You can determine the status of a trapped soul at dawn on any given day by secretly rolling a d20. On a roll of 2 or higher, the soul remains trapped in the Soulmonger, at
of play, the Soulmonger gains the power to draw characters who are close to death, and the following rule applies: A death saving throw succeeds on a roll of 15 or higher (instead of 10 or higher
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Grannoc’s bidding. Sounding the Alarm. Any loud noise in the courtyard alerts the creatures in areas W10 and W18. Roll initiative for these creatures and the vine blights in the well, and have them react
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
these expeditions. The party comes upon him as he devours a large elk. The abomination does not wish anyone to know of the yuan-ti’s plans in this area, so he attempts to kill anyone who sees him. If
swamp gas. Whenever a fire-based spell or effect is used, roll a d6. On a 1-2, the gas ignites. If the fire effect has an area, the area of the effect doubles. Also, treat all creatures in the area as
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
just as the fight is winding down. As the last hatchlings expire, the characters hear alarms sounding throughout the Bridge Quarters, followed by the thunder of booted feet as security forces
converge on Mirt’s room. Mirt is furious! Who dares to try to have him killed? His day is ruined! He swears that heads will roll once he’s found out who’s behind this outrage. As Mirt is blowing off steam
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
oblex devours memories not only to sustain its existence, but also to spawn new oblexes. Each time it fully drains the memories of a victim, it gains the creature’s personality—now twisted by the
, Oozes, Plants, and Undead succeed on the save automatically.
While memory drained, the target must roll a d4 and subtract the number rolled from its ability checks and attack rolls. Each time the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
footlockers that hold worthless personal possessions. Any commotion in the area, or the sounding of the gong, alerts those in the cells. The Red Wizard emerges 1 round later, and the Thayan apprentice comes out
during the following round. The residents of the other cells take 1d4 + 1 rounds to respond (roll separately for each). The occupants of the cells are as follows: Cell A. A Red Wizard illusionist
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
seating, cots, mess tables, and several Humanoid skeletons. Between them, the skeletons have a green key card, a paralysis pistol with 3 charges remaining, and one spaceship trinket. Roll on the
, noxious-looking burst of gas.
Twenty gas bats—bloated, chiropteran plants propelled by embarrassing-sounding emissions—float above this futuristic taproom, where androids and crew once shared drinks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
leave the ship at once, sounding an alarm if they refuse. Fastened to each captain’s belt is a ring holding a number of keys. One key unlocks the trunk in this cabin; other keys unlock any locked
freestanding mirror, and a dresser with a lyre atop it. Empty wine bottles roll back and forth across the floor as the ship moves. The bed holds three giggling figures: Jarlaxle Baenre (see appendix B