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Returning 35 results for 'back bite dagger construct running'.
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Backgrounds
Player’s Handbook
Ability Scores: Strength, Dexterity, WisdomFeat: Tavern BrawlerSkill Proficiencies: Acrobatics and PerceptionTool Proficiency: Navigator's ToolsEquipment: Choose A or B: (A) Dagger
, Navigator's Tools, Rope, Traveler's Clothes, 20 GP; or (B) 50 GP
You lived as a seafarer, wind at your back and decks swaying beneath your feet. You’ve perched on barstools in more ports of call than you can remember, faced mighty storms, and swapped stories with folk who live beneath the waves.
Monsters
Monster Manual
Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start.Bite. Melee Attack Roll
: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 1 Piercing damage.
Monsters
Monster Manual
(1d10 + 3);{"diceNotation":"1d10+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage. If the target is a creature that isn’t a Construct or an Undead, the
Multiattack. The lizardfolk makes one Bite attack and one Earthen Maul attack.
Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 8
Monsters
Monster Manual
Amphibious. The toad can breathe air and water.
Standing Leap. The toad’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.Bite. Melee Attack Roll
: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing
Monsters
Monster Manual
Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.Bite. Melee Attack Roll
: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing
Monsters
Monster Manual
vampire can’t enter a residence without an invitation from an occupant.Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.Stake to the Heart. The vampire is
in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.Multiattack. The vampire makes two Claw attacks and uses Bite.
Claw. Melee Attack Roll: +6;{"diceNotation
Monsters
Monster Manual
vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running
checks.Multiattack (Vampire Form Only). The vampire makes two Grave Strike attacks and uses Bite.
Grave Strike (Vampire Form Only). Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit
Monsters
Monster Manual
, it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour
vampire takes 20 Acid damage if it ends its turn in running water.Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the beholder fails a saving throw, it can choose to succeed instead.Multiattack. The beholder uses Eye Rays three times.
Bite. Melee Attack Roll
: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing
Magic Items
Dungeon Master’s Guide
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the death tyrant fails a saving throw, it can choose to succeed instead.Multiattack. The death tyrant uses Eye Rays three times.
Bite. Melee Attack
Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Bite"}, reach 5 feet. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType
Monsters
Heroes of the Borderlands
Jacko’s appearance can make a DC 13 Intelligence (Investigation) check, discerning his disguise on a successful check.Multiattack. Jacko makes two Poison Dagger attacks.
Poison Dagger. Melee or
Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Poison Dagger"}, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage
Monsters
Stranger Things: Welcome to the Hellfire Club
regains 5 Hit Points at the start of each of its turns if it has at least 1 Hit Point.
Running Leap. With a 10-foot running start, the spawn can Long Jump up to 30 feet.Multiattack. The spawn
", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 5 (1d4 + 3
Monsters
Astarion's Book of Hungers
a residence without an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage
have the Petrified condition, it turns to stone, regains 50 Hit Points, and has the Petrified condition for 1 hour.Multiattack. The vampire makes two Claw attacks and uses Bite or Guardian’s
Monsters
Astarion's Book of Hungers
.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the
sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.Multiattack (Vampire Form Only). The vampire makes two Hellfire Claw attacks and uses Bite.
Hellfire Claw (Vampire
Monsters
Forgotten Realms: Adventures in Faerûn
restrictions caused by webs, and it knows the location of any other creature in contact with the same web.Multiattack. The aranea makes two attacks, using Bite, Slam, or Sling in any combination.
Bite
(Hybrid or Spider Form Only). Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage
Monsters
Lorwyn: First Light
incarnation has Advantage on saving throws against spells and other magical effects.Multiattack. The incarnation makes three attacks, using Bite or Miasmic Globule in any combination.
Bite. Melee Attack
Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing
Magic Items
Forgotten Realms: Heroes of Faerûn
any, it takes the Dodge action and uses its movement to avoid danger. The domestic wonderis destroyed if it drops to 0 Hit Points.
Domestic Wonder
Medium Construct, Unaligned
AC 9 Initiative -1
. The flying wonderis destroyed if it drops to 0 Hit Points.
Flying Wonder
Tiny Construct, Unaligned
AC 12 Initiative +2 (12)
HP 2 (1d4)
Speed 5 ft., Fly 30 ft.
Mod
Equipment
almost two meters in length and any fisherman will tell you that they are crafty, hard to catch, and can deliver a nasty bite. Blue back salmon are found in rivers all across Obojima and in the deepest parts of the surrounding reef.
Combat
Utility
Whimsy
3
4
7
The fat-marbled, delicious flesh of the blue back salmon are a staple in many villages across the island. A fully grown salmon can reach up to
Monsters
Infernal Machine Rebuild
unconscious while poisoned in this way.A thessalheart construct is created with a connection to the life energy of another creature, allowing that creature to regenerate back from the dead as long as the
Telepathic Bond. While the construct is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.Claws. Melee
Monsters
Baldur’s Gate: Descent into Avernus
Antimagic Susceptibility. The dagger is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the dagger must succeed on a Constitution saving throw against the caster's
spell save DC or fall unconscious for 1 minute.
False Appearance. While the dagger remains motionless and isn't flying, it is indistinguishable from a normal dagger.Dagger. Melee Weapon Attack: +3
Barlgura
Legacy
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Monsters
Monster Manual (2014)
turn, but attack rolls against it have advantage until the start of its next turn.
Running Leap. The barlgura’s long jump is up to 40 feet and its high jump is up to 20 feet when it has a running
start.Multiattack. The barlgura makes three attacks: one with its bite and two with its fists.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Bite"} to hit
Vampire Warrior
Legacy
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Monsters
Monster Manual (2014)
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the
falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form
Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.
While it has 0 hit points in mist form, it
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, the
falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must
Lion
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start
, the lion can long jump up to 25 feet.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation
Grung
Legacy
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Monsters
Volo's Guide to Monsters
itself on a success.
Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.Dagger. Melee or Ranged Weapon Attack: +4
;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger
Monsters
Waterdeep: Dungeon of the Mad Mage
Shapechanger. If Zorak isn't in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form.
While in bat form, Zorak can't
is a giant). Hit or Miss: If thrown, the weapon flies back to Zorak's hand after the attack.
Multiattack. (Vampire Form Only). Zorak makes two attacks, only one of which can be a bite attack.
Unarmed
Monsters
Eberron: Rising from the Last War
Change Appearance. The changeling can use its action to polymorph into a Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any
equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.Multiattack. The changeling makes two attacks with its dagger.
Dagger. Melee or Ranged Weapon Attack: +4
Barlgura (summoner variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
turn, but attack rolls against it have advantage until the start of its next turn.
Running Leap. The barlgura’s long jump is up to 40 feet and its high jump is up to 20 feet when it has a running
start.Multiattack. The barlgura makes three attacks: one with its bite and two with its fists.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Bite"} to hit
Monsters
The Wild Beyond the Witchlight
damage if he fails, provided he isn’t incapacitated.
Standing Leap. Agdon’s long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start.Multiattack. Agdon
makes two Branding Iron or Dagger attacks.
Branding Iron. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Branding Iron"} to hit, reach 5 ft., one target. Hit: 10
Vampire Spawn
Legacy
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Monsters
Basic Rules (2014)
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy
ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The
Grung Wildling
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing
Monsters
Icewind Dale: Rime of the Frostmaiden
":"2d4","rollType":"damage","rollAction":"Ice Longsword","rollDamageType":"cold"} cold damage.
Ice Dagger. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Ice Dagger
"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Ice Dagger","rollDamageType":"piercing"} piercing damage plus 5 (2d4
Grung Elite Warrior
Legacy
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Monsters
Volo's Guide to Monsters
itself on a success.
Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.Dagger. Melee or Ranged Weapon Attack: +5
;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Dagger






