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Returning 35 results for 'barriers bite diffusing currents rebuke'.
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monsters
Each: Chain LightningThunderous Rebuke. Trigger: A creature within 60 feet of the merfolk deals damage to it. Response—Constitution Saving Throw: DC 14, the triggering creature. Failure: 11 (2d10
);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Thunderous Rebuke", "rollDamageType":"Thunder"} Thunder damage, and the target has the Prone condition.A stormcaller feels the flow of the
Monsters
Mordenkainen's Fiendish Folio Volume 1
Multiattack. The norker makes one mace and one bite attack.
Bite. Melee weapon attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Mace. Melee weapon attack: +3;{"diceNotation":"1d20+3","rollType":"to hit
Yuan-ti Pit Master
Legacy
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Monsters
Volo's Guide to Monsters
rebuke, invisibility, misty step, unseen servant, vampiric touchMultiattack (Yuan-ti Form Only). The yuan-ti makes two bite attacks using its snake arms.
Bite. Melee Weapon Attack: +5;{"diceNotation
":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing
Monsters
Bigby Presents: Glory of the Giants
grapple ends, the target has the restrained condition. The maw can have only one creature grappled in this way at a time.Fanged Rebuke. In response to taking damage, the maw makes one Bite attack
Magic Resistance. The maw has advantage on saving throws against spells and other magical effects.Multiattack. The maw makes two Bite or Fang Fling attacks.
Bite. Melee Weapon Attack: +10
Monsters
Fizban's Treasury of Dragons
instead.
Unusual Nature. The dragon turtle doesn't require food or drink.Multiattack. The dragon turtle makes one Bite or Tail attack and two Claw attacks.
Bite. Melee Weapon Attack: +16
;{"diceNotation":"1d20+16","rollType":"to hit","rollAction":"Bite"} to hit, reach 15 ft., one target. Hit: 15 (1d12 + 9);{"diceNotation":"1d12+9","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing
Monsters
Mordenkainen's Fiendish Folio Volume 1
Multiattack. The norker war leader makes one greataxe and one bite attack, and also uses Fight On, You Slugs.
Bite. Melee weapon attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
":"Bite"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Greataxe. Melee weapon attack: +5
Monsters
Icewind Dale: Rime of the Frostmaiden
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
bite attack against it.
Bite. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6);{"diceNotation":"3d10+6
Monsters
Candlekeep Mysteries
substances block this vision, as does a thin sheet of lead.Bite. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 34
(9d6 + 3);{"diceNotation":"9d6+3","rollType":"damage","rollAction":"Bite","rollDamageType":"force"} force damage.
Breath Weapon (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The morkoth can breathe air and water.Multiattack. The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation
":"1d20+6","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2","rollType":"damage","rollAction":"Bite","rollDamageType":"slashing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
darkvision 60 ft. passive Perception 9
Languages Common, Goblin
Challenge 1/2 (100 XP)
Actions
Multiattack. The norker makes one mace and one bite attack.
Bite. Melee Weapon Attack: +3 to
hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Reactions
Defensive Rebuke. If a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
darkvision 60 ft. passive Perception 9
Languages Common, Goblin
Challenge 1/2 (100 XP)
Actions
Multiattack. The norker makes one mace and one bite attack.
Bite. Melee Weapon Attack: +3 to
hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Reactions
Defensive Rebuke. If a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
darkvision 60 ft. passive Perception 9
Languages Common, Goblin
Challenge 1/2 (100 XP)
Actions
Multiattack. The norker makes one mace and one bite attack.
Bite. Melee Weapon Attack: +3 to
hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Reactions
Defensive Rebuke. If a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Yeenoghu grows a mane of hair and hunches over like a gnoll. Its jaw grows and widens, and its mouth fills with multiple rows of sharp teeth. These teeth constantly grow, driving the maw to bite and
advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The maw makes two Bite or Fang Fling attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Yeenoghu grows a mane of hair and hunches over like a gnoll. Its jaw grows and widens, and its mouth fills with multiple rows of sharp teeth. These teeth constantly grow, driving the maw to bite and
advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The maw makes two Bite or Fang Fling attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Yeenoghu grows a mane of hair and hunches over like a gnoll. Its jaw grows and widens, and its mouth fills with multiple rows of sharp teeth. These teeth constantly grow, driving the maw to bite and
advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The maw makes two Bite or Fang Fling attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
the same creature with both claws, it can pull that creature within 5 feet of its mouth and make a bite attack against it.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
the same creature with both claws, it can pull that creature within 5 feet of its mouth and make a bite attack against it.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
the same creature with both claws, it can pull that creature within 5 feet of its mouth and make a bite attack against it.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
following spells, requiring no material components: 3/day: darkness 1/day each: fear (shadow horror and skittering horror only), phantasmal killer (skittering horror only) 4 Psychic Rebuke. When the
Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The horror makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
following spells, requiring no material components: 3/day: darkness 1/day each: fear (shadow horror and skittering horror only), phantasmal killer (skittering horror only) 4 Psychic Rebuke. When the
Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The horror makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
following spells, requiring no material components: 3/day: darkness 1/day each: fear (shadow horror and skittering horror only), phantasmal killer (skittering horror only) 4 Psychic Rebuke. When the
Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The horror makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the Sea. Sailors across the world claim that naiads know all the secret aquatic routes of Theros. Using this hidden system of currents and arteries, a ship might reach any destination in record time
bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching ray
Invisible in Fire. The oread is invisible while fully immersed in fire.
Magic
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the Sea. Sailors across the world claim that naiads know all the secret aquatic routes of Theros. Using this hidden system of currents and arteries, a ship might reach any destination in record time
bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching ray
Invisible in Fire. The oread is invisible while fully immersed in fire.
Magic
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the Sea. Sailors across the world claim that naiads know all the secret aquatic routes of Theros. Using this hidden system of currents and arteries, a ship might reach any destination in record time
bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching ray
Invisible in Fire. The oread is invisible while fully immersed in fire.
Magic
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
dealt.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Fire Burst (Recharge 5–6). The giant strider hurls a gout of flame at a point it
rebuke, scorching ray
Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.
Actions
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
dealt.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Fire Burst (Recharge 5–6). The giant strider hurls a gout of flame at a point it
rebuke, scorching ray
Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.
Actions
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
dealt.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Fire Burst (Recharge 5–6). The giant strider hurls a gout of flame at a point it
rebuke, scorching ray
Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.
Actions
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
tropical climate that keeps the morkoth and its “guests” comfortable. Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in
. The morkoth can breathe air and water.
Actions
Multiattack. The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to glide on planar currents, maintains the island’s environment, and keeps the place safe from harmful external effects. A morkoth’s island might be found anywhere from the bottom of the ocean to the
5th level (3 slots): geas, scrying
6th level (1 slot): chain lightning
Actions
Multiattack. The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
tropical climate that keeps the morkoth and its “guests” comfortable. Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in
. The morkoth can breathe air and water.
Actions
Multiattack. The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to glide on planar currents, maintains the island’s environment, and keeps the place safe from harmful external effects. A morkoth’s island might be found anywhere from the bottom of the ocean to the
5th level (3 slots): geas, scrying
6th level (1 slot): chain lightning
Actions
Multiattack. The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to glide on planar currents, maintains the island’s environment, and keeps the place safe from harmful external effects. A morkoth’s island might be found anywhere from the bottom of the ocean to the
5th level (3 slots): geas, scrying
6th level (1 slot): chain lightning
Actions
Multiattack. The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
tropical climate that keeps the morkoth and its “guests” comfortable. Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in
. The morkoth can breathe air and water.
Actions
Multiattack. The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces, the subsequent effects range from whimsical to deadly. Eldritch Storm Eldritch Storms When magical currents become trapped amid winds and clouds, eldritch storms can result. Flaywind
ordinary object.
Spider Climb. The mimic can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces, the subsequent effects range from whimsical to deadly. Eldritch Storm Eldritch Storms When magical currents become trapped amid winds and clouds, eldritch storms can result. Flaywind
ordinary object.
Spider Climb. The mimic can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach






