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Returning 35 results for 'bat based during contiguous rolls'.
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bat based during contiguous rules
bat bard daring contiguous roles
Monsters
Monster Manual
: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 2 (1d4);{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the
Monsters
Monster Manual
’t currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 3 (1d6);{"diceNotation":"1d6", "rollType":"roll
", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.Fire
Monsters
Monster Manual
Paralyzed condition until the weapon is removed. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability
DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained
Spells
Player’s Handbook
it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Test;D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
Spells
Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
Disappearance of the Familiar. When the familiar
Monsters
Monster Manual
, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 3 (1d6);{"diceNotation":"1d6
", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
Monsters
Monster Manual
Weakening Breath. Strength Saving Throw: DC 24, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests
and subtracts 5 (1d10);{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on
Magic Items
Dungeon Master’s Guide
Elemental Plane of Air. Every Ring of Elemental Command has the following two properties:
Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have
Disadvantage on attack rolls against you.
Elemental Compulsion. While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes
Monsters
Waterdeep: Dungeon of the Mad Mage
Shapechanger. The werebat can use its action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into its true form, which is humanoid. 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.
Echolocation (Bat or Hybrid Form Only). The werebat has
Young Gold Dragon
Legacy
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Monsters
Basic Rules (2014)
creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Fire
Spells
Xanathar's Guide to Everything
of 120 feet.
You make Strength-based attack rolls with advantage.
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree. Your skin appears barky, leaves sprout from your
hair, and you gain the following benefits:
You gain 10 temporary hit points.
You make Constitution saving throws with advantage.
You make Dexterity- and Wisdom-based attack rolls with advantage.
While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
Gold Dragon Wyrmling
Legacy
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Monsters
Basic Rules (2014)
Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Fire
Magic Items
Basic Rules (2014)
This ring is linked to the Elemental Plane of Fire.
While wearing this ring, you have advantage on attack rolls against fire elementals, and they have disadvantage on attack rolls against you. In
addition, you have access to properties based on the Elemental Plane of Fire.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17
Duergar
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Monsters
Basic Rules (2014)
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in
size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks
Duergar Stone Guard
Legacy
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Monsters
Out of the Abyss
attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as
, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and
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
its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.Multiattack. The vampire makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +9;{"diceNotation
Kobold Dragonshield
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Monsters
Volo's Guide to Monsters
Dragon's Resistance. The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1–2, acid (black); 3–4, cold (white); 5–6, fire
, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The kobold makes two melee attacks.
Spear. Melee or Ranged Weapon Attack: +3
Magic Items
Basic Rules (2014)
This ring is linked to the Elemental Plane of Earth.
While wearing this ring, you have advantage on attack rolls against earth elementals, and they have disadvantage on attack rolls against you. In
addition, you have access to properties based on the Elemental Plane of Earth.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of
Magic Items
Basic Rules (2014)
This ring is linked to the Elemental Plane of Air.
While wearing this ring, you have advantage on attack rolls against air elementals, and they have disadvantage on attack rolls against you. In
addition, you have access to properties based on the Elemental Plane of Air.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17
Magic Items
Basic Rules (2014)
This ring is linked to the Elemental Plane of Water.
While wearing this ring, you have advantage on attack rolls against water elementals, and they have disadvantage on attack rolls against you. In
addition, you have access to properties based on the Elemental Plane of Water.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of
Monsters
Tales from the Yawning Portal
needing to make an ability check.
Shapechanger. If Tloques-Popolocas isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat, or back into its true form.
While in bat
attack rolls and ability checks.Multiattack. Tloques-Popolocas makes two attacks.
Claws. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft
Vampire
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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
removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.Multiattack
Vampire Spellcaster
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
its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Spellcasting. The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell
Duergar Kavalrachni
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Monsters
Out of the Abyss
on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two war pick attacks.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the
duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks
Monsters
Out of the Abyss
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size
, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and
Monsters
Storm King's Thunder
a range of 30 feet, as well as a measure of innate spellcasting ability based on Wisdom. For the next 24 hours, it can innately cast the following spells, requiring no material components:
3/day
- this magic weapon has no bonus to attack or damage rolls. A creature can attune to it, and the weapon enlarges or reduces to be an appropriate size for that creature.Multiattack. The giant makes two
Monsters
Tomb of Annihilation
must succeed on a DC 15 Strength saving throw or have disadvantage on Strength based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Fire
Monsters
Out of the Abyss
Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest). For 1 minute
, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the
Monsters
Mythic Odysseys of Theros
Fleeting Anger. If another creature deals damage to the Returned, the Returned makes attack rolls with advantage until the end of its next turn.
Turn Resistance. The Returned has advantage on saving
.
Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its
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
until the stake is removed.
Sunlight Hypersensitivity. Zorak takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks
Monsters
Out of the Abyss
): enhance ability, spiritual weapon
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges
Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size
Duergar Soulblade
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Monsters
Out of the Abyss
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along
with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and
Monsters
Out of the Abyss
paralyzed.
Sunlight Sensitivity. While in sunlight, Horgar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Gauntlets of Ogre Power. Horgar wears a set
Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Horgar lacks the room to become Large, he attains the maximum
Duergar Warlord
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Monsters
Mordenkainen’s Tome of Foes
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if
or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based
Monsters
Waterdeep: Dungeon of the Mad Mage
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Deformed. It has advantage on Wisdom (Perception) checks, and on saving throws against being charmed
. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the






